Weapon_skin_System

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ade888

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Регистрация
9 Июн 2017
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200
Симпатии
24
Пол
Мужской
Код:
#include <amxmodx>
#include <engine>
#include <fakemeta>
#include <hamsandwich>

#define PLUGIN "Weapon Skin System"
#define VERSION "0.6.0-50"
#define AUTHOR "Mistrick"

#pragma semicolon 1

#define DEFAULT_SKIN_MENU

#define MODEL_NOT_SET 0

#define is_valid_pev(%0) (pev_valid(%0) == 2)
#define get_weapon_skin(%0) pev(%0, pev_iuser4)
#define set_weapon_skin(%0,%1) set_pev(%0, pev_iuser4, %1)

const XO_CBASEPLAYER = 5;
const XO_CBASEPLAYERWEAPON = 4;

const m_pPlayer = 41;
const m_pNext = 42;
const m_iId = 43;
const m_pActiveItem = 373;
const m_rgpPlayerItems_CWeaponBox = 34;
const m_rgpPlayerItems_CBasePlayer = 367;

enum Forwards
{
    WEAPON_DEPLOY,
    WEAPON_HOLSTER,
    WEAPON_CAN_PICKUP,
    WEAPON_DROP,
    WEAPON_ADD_TO_PLAYER
};

enum
{
    ADD_BY_WEAPONBOX,
    ADD_BY_ARMORY_ENTITY,
    ADD_BY_BUYZONE
};

enum
{
    WEAPON_MODEL_IGNORED,
    WEAPON_MODEL_CHANGED
};

new g_iForwards[Forwards];
new Float:g_flLastTouchTime;
new bool:g_bIgnoreSetModel = true;

enum _:SkinInfo
{
    WeaponID,
    SkinName[32],
    ModelV,
    ModelP,
    ModelW[64]
};

new const FILE_MODELS[] = "weapon_skins.ini";

new Array:g_aWeaponSkins;
new g_LoadedWeapons;
new g_iWeaponSkinsCount;
new g_iPlayerSkins[33][32];

public plugin_init()
{
    register_plugin(PLUGIN, VERSION, AUTHOR);

    #if defined DEFAULT_SKIN_MENU
    register_clcmd("say /skins", "Command_ChangeSkin");
    register_clcmd("say /skinreset", "Command_ResetSkin");
    #endif // DEFAULT_SKIN_MENU

    // forward cs_weapon_deploy(id, weapon, weaponid, skin);
    g_iForwards[WEAPON_DEPLOY] = CreateMultiForward("wss_weapon_deploy", ET_IGNORE, FP_CELL, FP_CELL, FP_CELL, FP_CELL);

    // forward cs_weapon_holster(id, weapon, weaponid, skin);
    g_iForwards[WEAPON_HOLSTER] = CreateMultiForward("wss_weapon_holster", ET_IGNORE, FP_CELL, FP_CELL, FP_CELL, FP_CELL);

    // forward cs_weapon_can_pickup(id, weaponbox, weapon, weaponid, skin);
    // should return 1 for block pickup
    g_iForwards[WEAPON_CAN_PICKUP] = CreateMultiForward("wss_weapon_can_pickup", ET_CONTINUE, FP_CELL, FP_CELL, FP_CELL, FP_CELL, FP_CELL);

    // forward cs_weapon_drop(id, weaponbox, weapon, weaponid, skin);
    g_iForwards[WEAPON_DROP] = CreateMultiForward("wss_weapon_drop", ET_CONTINUE, FP_CELL, FP_CELL, FP_CELL, FP_CELL, FP_CELL);

    RegisterWeapons();
    RegisterWeaponDrop();
}

RegisterWeapons()
{
    for(new i = CSW_P228, weapon_name[32]; i < CSW_P90; i++)
    {
        if(get_weaponname(i, weapon_name, charsmax(weapon_name)))
        {
            RegisterHam(Ham_Item_Deploy, weapon_name, "Ham_WeaponDeploy_Post", .Post = true);
            RegisterHam(Ham_Item_Holster, weapon_name, "Ham_WeaponHolster_Post", .Post = true);
            RegisterHam(Ham_Item_AddToPlayer, weapon_name, "Ham_WeaponAddToPlayer_Post", .Post = true);
        }
    }
    register_touch("armoury_entity", "player", "CArmouryEntity__Touch");
    register_touch("weaponbox", "player", "CWeaponBox__Touch");
}
RegisterWeaponDrop()
{
    RegisterHam(Ham_Spawn, "grenade", "Ham_WeaponSpawn_Post", .Post = true);
    RegisterHam(Ham_Spawn, "weaponbox", "Ham_WeaponSpawn_Post", .Post = true);
    register_forward(FM_SetModel, "FM_SetModel_Pre", ._post = false);
}

public plugin_precache()
{
    new file_path[128]; get_localinfo("amxx_configsdir", file_path, charsmax(file_path));
    format(file_path, charsmax(file_path), "%s/%s", file_path, FILE_MODELS);

    new file = fopen(file_path, "rt");

    if(!file)
    {
        set_fail_state("File not found!");
    }

    g_aWeaponSkins = ArrayCreate(SkinInfo, 1);

    // forward wss_loaded_skin(index, weaponid, name[]);
    new fwd = CreateMultiForward("wss_loaded_skin", ET_IGNORE, FP_CELL, FP_CELL, FP_STRING);

    new buffer[256], weapon_name[32], skin_name[32], model_v[64], model_p[64], model_w[64];
    new weaponid, skin_info[SkinInfo];
    new ret;

    while(!feof(file))
    {
        fgets(file, buffer, charsmax(buffer));

        if(!buffer[0] || buffer[0] == ';') continue;

        parse(buffer, weapon_name, charsmax(weapon_name), skin_name, charsmax(skin_name), model_v, charsmax(model_v), model_p, charsmax(model_p), model_w, charsmax(model_w));
        weaponid = get_weapon_csw(weapon_name);

        if(!weaponid) continue;

        skin_info[WeaponID] = weaponid;

        g_LoadedWeapons |= (1 << weaponid);

        if(model_v[0] && file_exists(model_v))
        {
            skin_info[ModelV] = engfunc(EngFunc_AllocString, model_v);
            precache_model(model_v);
        }
        if(model_p[0] && file_exists(model_p))
        {
            skin_info[ModelP] = engfunc(EngFunc_AllocString, model_p);
            precache_model(model_p);
        }
        if(model_w[0] && file_exists(model_w))
        {
            copy(skin_info[ModelW], charsmax(skin_info[ModelW]), model_w);
            precache_model(model_w);
        }
        copy(skin_info[SkinName], charsmax(skin_info[SkinName]), skin_name);

        ExecuteForward(fwd, ret, g_iWeaponSkinsCount + 1, weaponid, skin_name);

        ArrayPushArray(g_aWeaponSkins, skin_info);
        g_iWeaponSkinsCount++;

        skin_info[ModelV] = MODEL_NOT_SET; skin_info[ModelP] = MODEL_NOT_SET; skin_info[ModelW] = MODEL_NOT_SET;
    }

    fclose(file);

    if(!g_iWeaponSkinsCount)
    {
        ArrayDestroy(g_aWeaponSkins);
        set_fail_state("File is empty!");
    }
}

public plugin_natives()
{
    register_library("weapon_skin_system");
    register_native("wss_get_weapon_skin_index", "native_get_weapon_skin_index");
    register_native("wss_get_skin_name", "native_get_skin_name");
    register_native("wss_set_user_skin", "native_set_user_skin");
}

// native wss_get_weapon_skin_index(weapon);
public native_get_weapon_skin_index(plugin, params)
{
    enum { arg_weapon = 1 };

    new weapon = get_param(arg_weapon);

    return get_weapon_skin(weapon);
}

// native wss_get_skin_name(skin, name[], len);
public native_get_skin_name(plugin, params)
{
    enum
    {
        arg_skin = 1,
        arg_name,
        arg_len
    };

    new skin = get_param(arg_skin);

    if(skin < 1 || skin > g_iWeaponSkinsCount)
    {
        log_error(AMX_ERR_NATIVE, "[WSS] Get skin name: wrong skin index! index %d", skin);
        return 0;
    }

    new skin_info[SkinInfo];
    ArrayGetArray(g_aWeaponSkins, skin - 1, skin_info);
    set_string(arg_name, skin_info[SkinName], get_param(arg_len));

    return 1;
}

// native wss_set_user_skin(id, weaponid, skin_index);
public native_set_user_skin(plugin, params)
{
    enum
    {
        arg_id = 1,
        arg_weaponid,
        arg_skin_index
    };

    new id = get_param(arg_id);
    new weaponid = get_param(arg_weaponid);
    new skin_index = get_param(arg_skin_index);

    if(id < 1 || id > 32)
    {
        log_error(AMX_ERR_NATIVE, "[WSS] Set user skin: wrong player index! index %d", id);
        return 0;
    }

    if(!weaponid)
    {
        arrayset(g_iPlayerSkins[id], 0, sizeof(g_iPlayerSkins[]));
        return 1;
    }

    g_iPlayerSkins[id][weaponid] = skin_index;

    return 1;
}

public client_connect(id)
{
    arrayset(g_iPlayerSkins[id], 0, sizeof(g_iPlayerSkins[]));
}

#if defined DEFAULT_SKIN_MENU
public Command_ChangeSkin(id)
{
    new menu = menu_create("Выберите оружие", "SkinMenu_Handler");

    new skin_info[SkinInfo];
    for(new i; i < g_iWeaponSkinsCount; i++)
    {
        ArrayGetArray(g_aWeaponSkins, i, skin_info);
        menu_additem(menu, skin_info[SkinName]);
    }
    menu_display(id, menu);
}
public SkinMenu_Handler(id, menu, item)
{
    if(item == MENU_EXIT)
    {
        menu_destroy(menu);
        return PLUGIN_HANDLED;
    }

    new skin_info[SkinInfo];
    ArrayGetArray(g_aWeaponSkins, item, skin_info);

    g_iPlayerSkins[id][skin_info[WeaponID]] = item + 1;
 
    new weapon, weaponid;
    new cur_weapon = get_pdata_cbase(id, m_pActiveItem, XO_CBASEPLAYER);

    #define MAX_ITEM_SLOTS 6

    for(new i; i < MAX_ITEM_SLOTS; i++)
    {
        weapon = get_pdata_cbase(id, m_rgpPlayerItems_CBasePlayer + i, XO_CBASEPLAYER);

        while (is_valid_pev(weapon))
        {
            weaponid = get_pdata_int(weapon, m_iId, XO_CBASEPLAYERWEAPON);

            if(weaponid == skin_info[WeaponID])
            {
                set_weapon_skin(weapon, item + 1);

                if(weapon == cur_weapon)
                {
                    if(skin_info[ModelV]) set_pev(id, pev_viewmodel, skin_info[ModelV]);
                    if(skin_info[ModelP]) set_pev(id, pev_weaponmodel, skin_info[ModelP]);
                }
                // stop cycles
                i = MAX_ITEM_SLOTS; break;
            }

            weapon = get_pdata_cbase(weapon, m_pNext, XO_CBASEPLAYERWEAPON);
        }
    }

    menu_destroy(menu);
    return PLUGIN_HANDLED;
}

public Command_ResetSkin(id)
{
    static weapons[][] =
    {
        "", "weapon_p228", "weapon_shield", "weapon_scout", "weapon_hegrenade", "weapon_xm1014", "weapon_c4",
        "weapon_mac10", "weapon_aug", "weapon_smokegrenade", "weapon_elite", "weapon_fiveseven", "weapon_ump45",
        "weapon_sg550", "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_ak47", "weapon_knife", "weapon_p90"
    };

    new menu = menu_create("Skin Reset", "SkinReset_Handler");

    for(new i = 1, num[2]; i < 32; i++)
    {
        if(g_LoadedWeapons & (1 << i) && g_iPlayerSkins[id][i])
        {
            num[0] = i;
            menu_additem(menu, weapons[i], num);
        }
    }

    menu_display(id, menu);
}

public SkinReset_Handler(id, menu, item)
{
    if(item == MENU_EXIT)
    {
        menu_destroy(menu);
        return PLUGIN_HANDLED;
    }

    new info[2], buffer;
    menu_item_getinfo(menu, item, buffer, info, charsmax(info), .callback = buffer);

    new weaponid = info[0];

    g_iPlayerSkins[id][weaponid] = 0;

    menu_destroy(menu);
    return PLUGIN_HANDLED;
}
#endif // DEFAULT_SKIN_MENU

public Ham_WeaponDeploy_Post(const weapon)
{
    new id = get_pdata_cbase(weapon, m_pPlayer, XO_CBASEPLAYERWEAPON);
    new weaponid = get_pdata_int(weapon, m_iId, XO_CBASEPLAYERWEAPON);

    #if defined _DEBUG
    client_print(0, print_chat, "deploy: id %d, weapon %d, weaponid %d", id, weapon, weaponid);
    #endif // _DEBUG

    new skin = get_weapon_skin(weapon);
    if(skin)
    {
        new skin_info[SkinInfo];
        ArrayGetArray(g_aWeaponSkins, skin - 1, skin_info);
        if(skin_info[ModelV]) set_pev(id, pev_viewmodel, skin_info[ModelV]);
        if(skin_info[ModelP]) set_pev(id, pev_weaponmodel, skin_info[ModelP]);
 
        new ret; ExecuteForward(g_iForwards[WEAPON_DEPLOY], ret, id, weapon, weaponid, skin);
    }
}

public Ham_WeaponHolster_Post(const weapon)
{
    new id = get_pdata_cbase(weapon, m_pPlayer, XO_CBASEPLAYERWEAPON);
    new weaponid = get_pdata_int(weapon, m_iId, XO_CBASEPLAYERWEAPON);

    #if defined _DEBUG
    client_print(0, print_chat, "holster: id %d, weapon %d, weaponid %d", id, weapon, weaponid);
    #endif // _DEBUG
 
    new skin = get_weapon_skin(weapon);
    if(skin)
    {
        new ret; ExecuteForward(g_iForwards[WEAPON_HOLSTER], ret, id, weapon, weaponid, skin);
    }
}

public CArmouryEntity__Touch(ent, id)
{
    g_flLastTouchTime = get_gametime();
}

public CWeaponBox__Touch(ent, id)
{
    #define MAX_ITEM_TYPES    6
 
    for(new i, weapon; i < MAX_ITEM_TYPES; i++)
    {
        weapon = get_pdata_cbase(ent, m_rgpPlayerItems_CWeaponBox + i, XO_CBASEPLAYERWEAPON);

        if(is_valid_pev(weapon))
        {
            new id = pev(ent, pev_owner);
            new weaponid = get_pdata_int(weapon, m_iId, XO_CBASEPLAYERWEAPON);

            new skin = get_weapon_skin(weapon);
            if(skin)
            {
                #if defined _DEBUG
                client_print(0, print_chat, "can pickup: id %d, weaponbox %d, weapon %d, weaponid %d", id, ent, weapon, weaponid);
                #endif // _DEBUG

                new ret; ExecuteForward(g_iForwards[WEAPON_CAN_PICKUP], ret, id, ent, weapon, weaponid, skin);

                if(ret)
                {
                    return PLUGIN_HANDLED;
                }
            }
        }
    }
 
    return PLUGIN_CONTINUE;
}

public Ham_WeaponAddToPlayer_Post(const weapon, const id)
{
    new weaponid = get_pdata_int(weapon, m_iId, XO_CBASEPLAYERWEAPON);

    #if defined _DEBUG
    client_print(0, print_chat, "add_to_player: id %d, weapon %d, weaponid %d", id, weapon, weaponid);
    #endif // _DEBUG

    new type;

    if (pev(weapon, pev_owner) > 0)
    {
        type = ADD_BY_WEAPONBOX;
    }
    else if(get_gametime() == g_flLastTouchTime)
    {
        type = ADD_BY_ARMORY_ENTITY;
    }
    else
    {
        type = ADD_BY_BUYZONE;
    }

    if(type == ADD_BY_ARMORY_ENTITY || type == ADD_BY_WEAPONBOX)
    {
        return HAM_IGNORED;
    }
 
    if(get_weapon_skin(weapon))
    {
        return HAM_IGNORED;
    }
 
    if(g_iPlayerSkins[id][weaponid])
    {
        set_weapon_skin(weapon, g_iPlayerSkins[id][weaponid]);
    }
 
    return HAM_IGNORED;
}

public Ham_WeaponSpawn_Post(const ent)
{
    if (is_valid_pev(ent))
    {
        g_bIgnoreSetModel = false;
    }
}
public FM_SetModel_Pre(const ent)
{
    if(g_bIgnoreSetModel || !is_valid_pev(ent)) return FMRES_IGNORED;

    g_bIgnoreSetModel = true;

    new classname[32]; pev(ent, pev_classname, classname, charsmax(classname));
    if(equal(classname, "grenade"))
    {
        new id = pev(ent, pev_owner);
        new weaponid = fm_cs_get_grenade_type(ent);

        #if defined _DEBUG
        client_print(0, print_chat, "throw grenade: id %d, weapon %d, weaponid %d", id, ent, weaponid);
        #endif // _DEBUG

        new ret = cs_weapon_drop(id, ent, ent, weaponid);

        if(ret)
        {
            return FMRES_SUPERCEDE;
        }
 
        return FMRES_IGNORED;
    }

    #define MAX_ITEM_TYPES    6
 
    for(new i, weapon; i < MAX_ITEM_TYPES; i++)
    {
        weapon = get_pdata_cbase(ent, m_rgpPlayerItems_CWeaponBox + i, XO_CBASEPLAYERWEAPON);

        if(is_valid_pev(weapon))
        {
            new id = pev(ent, pev_owner);
            new weaponid = get_pdata_int(weapon, m_iId, XO_CBASEPLAYERWEAPON);

            #if defined _DEBUG
            client_print(0, print_chat, "drop: id %d, weaponbox %d, weapon %d, weaponid %d", id, ent, weapon, weaponid);
            #endif // _DEBUG

            new ret = cs_weapon_drop(id, ent, weapon, weaponid);

            if(ret)
            {
                return FMRES_SUPERCEDE;
            }
        }
    }
 
    return FMRES_IGNORED;
}

cs_weapon_drop(id, weaponbox, weapon, weaponid)
{
    new skin = get_weapon_skin(weapon);
    if(skin)
    {
        new skin_info[SkinInfo];
        ArrayGetArray(g_aWeaponSkins, skin - 1, skin_info);
        engfunc(EngFunc_SetModel, weaponbox, skin_info[ModelW]);

        new ret; ExecuteForward(g_iForwards[WEAPON_DROP], ret, id, weaponbox, weapon, weaponid, skin);

        return WEAPON_MODEL_CHANGED;
    }
    return WEAPON_MODEL_IGNORED;
}

stock get_weapon_csw(weapon_name[])
{
    static weapons[][] =
    {
        "", "weapon_p228", "weapon_shield", "weapon_scout", "weapon_hegrenade", "weapon_xm1014", "weapon_c4",
        "weapon_mac10", "weapon_aug", "weapon_smokegrenade", "weapon_elite", "weapon_fiveseven", "weapon_ump45",
        "weapon_sg550", "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_ak47", "weapon_knife", "weapon_p90"
    };

    for(new i = 1; i < sizeof(weapons); i++)
    {
        if(equali(weapon_name, weapons[i]))
        {
            return i;
        }
    }

    return 0;
}

// work only for "grenade" classname
stock fm_cs_get_grenade_type(index)
{
    const m_iTeam = 114;
    new bits = get_pdata_int(index, m_iTeam);

    if (bits & (1 << 0))
        return CSW_HEGRENADE;
    else if (bits & (1 << 1))
        return CSW_SMOKEGRENADE;
    else if (!bits)
        return CSW_FLASHBANG;

    return 0;
}
Ребята!

помогите пожалуйста добавить к этому плагину флаг b , Чтобы могли только админы пользоться /skins функцией , а те игроки у которых нет админки писало в чат "Данная функция доступна только админам" буду очень благодарен
 

пазлик~

Скриптер
Скриптер
Регистрация
8 Июн 2017
Сообщения
232
Симпатии
133
Пол
Мужской
PHP:
public Command_ChangeSkin(id)
{
    new menu = menu_create("Выберите оружие", "SkinMenu_Handler");

    new skin_info[SkinInfo];
    for(new i; i < g_iWeaponSkinsCount; i++)
    {
        ArrayGetArray(g_aWeaponSkins, i, skin_info);
        menu_additem(menu, skin_info[SkinName]);
    }
    menu_display(id, menu);
}
>>>

PHP:
public Command_ChangeSkin(id)
{
    if(get_user_flags(id) & ADMIN_RESERVATION)
    {
        new menu = menu_create("Выберите оружие", "SkinMenu_Handler");

        new skin_info[SkinInfo];
        for(new i; i < g_iWeaponSkinsCount; i++)
        {
            ArrayGetArray(g_aWeaponSkins, i, skin_info);
            menu_additem(menu, skin_info[SkinName]);
        }
        menu_display(id, menu);
    }
    else client_print(0, print_chat, "Данная функция доступна только админам");
}
 
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