L*Y*Y* 发表于 2011-3-13 09:33:07

OP_O3_O4_O5.amxx   关掉了吗?

LittleKu 发表于 2011-3-13 11:25:12

花了我五点通币,发现没csdm这个头文件!:L
谁能发个上来,研究研究:lol

点通粉丝 发表于 2011-3-13 23:13:49

12# kk阿朗
大哥是不是这个???????????#include <amxmodx>
#include <amxmisc>
#include <csdm>
#include <engine>
#include <fakemeta>


#define MAXMENUPOS 34

new g_Aliases[] = {"usp","glock","deagle","p228","elites","fn57","m3","xm1014","mp5","tmp","p90","mac10","ump45","ak47","galil","famas","sg552","m4a1","aug","scout","awp","g3sg1","sg550","m249","vest","vesthelm","flash","hegren","sgren","defuser","nvgs","shield","primammo","secammo"}
new g_Aliases2[] = {"km45","9x19mm","nighthawk","228compact","elites","fiveseven","12gauge","autoshotgun","smg","mp","c90","mac10","ump45","cv47","defender","clarion","krieg552","m4a1","bullpup","scout","magnum","d3au1","krieg550","m249","vest","vesthelm","flash","hegren","sgren","defuser","nvgs","shield","primammo","secammo"}



public plugin_init()
{
        register_plugin("Zombie Vince drop","1.1.2","Vincent")

        register_clcmd("buy", "generic_block")
        register_clcmd("buyammo1", "generic_block")
        register_clcmd("buyammo2", "generic_block")
        register_clcmd("buyequip", "generic_block")
        register_clcmd("cl_autobuy", "generic_block")
        register_clcmd("cl_rebuy", "generic_block")
        register_clcmd("cl_setautobuy", "generic_block")
        register_clcmd("cl_setrebuy", "generic_block")

        csdm_setstyle("preset")
       
        register_logevent("event_new_round", 2, "0=World triggered", "1=Round_Start")
}



public event_new_round()
{
        set_task(1.0 , "killhostage" , 5008)

}







///////////////////////////////////////////////////////////////////////

stock RemoveEntityAll(name[])
{
        new ent = engfunc(EngFunc_FindEntityByString, 0, "classname", name)
        new temp
        while (ent)
        {
                temp = engfunc(EngFunc_FindEntityByString, ent, "classname", name)
                //engfunc(EngFunc_RemoveEntity, ent)
                set_pev(ent, pev_origin, Float:{8192.0,8192.0,8192.0})
                ent = temp
        }
}


public killhostage()
{
        RemoveEntityAll("hostage_entity")
        //RemoveEntityAll("trigger_camera")        //make a big mistake
       
}



public generic_block(id, level, cid)
{
        return PLUGIN_HANDLED
}


public client_command(id)
{
        new arg
        if (read_argv(0, arg, 12) > 11)
                return PLUGIN_CONTINUE
        new a = 0
        do {
                if (equali(g_Aliases, arg) || equali(g_Aliases2, arg)) {
                        return PLUGIN_HANDLED
                }
        } while(++a < MAXMENUPOS)
        return PLUGIN_CONTINUE
}

LittleKu 发表于 2011-3-13 23:17:54

是头文件,#include <csdm>
去你的include文件里面找个叫csdm的文件发上来

点通粉丝 发表于 2011-3-13 23:18:23

13# 点通粉丝

突然有个想法不知可否实现
以下为出生送手雷闪光烟雾代码
不知可不可以加段判断代码上去.来适别.如果是僵尸的话.就不送呢?????????// Thank fysiks

#include <amxmodx>
#include <hamsandwich>
#include <cstrike>
#include <fun>

#define PLUGIN_NAME "Free Equips"
#define PLUGIN_VERSION "1.1"
#define PLUGIN_AUTHOR "BBQ"

#pragma semicolon 1

new gEnableEquips;

public plugin_init()
{
        register_plugin( PLUGIN_NAME, PLUGIN_VERSION, PLUGIN_AUTHOR );
        RegisterHam( Ham_Spawn, "player", "free_equips", 1 );
        gEnableEquips = register_cvar( "free_equips", "1" );
}

public free_equips(id)
{
        if( is_user_alive( id ) && get_pcvar_num( gEnableEquips ) && get_user_flags(id) & ADMIN_USER )
        {
                // Both Teams
                //give_item ( id,"weapon_knife");
                give_item ( id,"weapon_hegrenade");
                give_item ( id,"weapon_hegrenade");
                give_item ( id,"weapon_hegrenade");
                give_item ( id,"weapon_hegrenade");
                give_item ( id,"weapon_hegrenade");
                give_item ( id,"weapon_flashbang");
                give_item ( id,"weapon_flashbang");
                give_item ( id,"weapon_smokegrenade");               
                cs_set_user_nvg( id, 1);
                cs_set_user_armor ( id, 0, CsArmorType:2 );
               
                switch( get_user_team(id) )
                {
                        case 1:
                        {
                                // Team 1
                        }
                        case 2:
                        {
                                // Team 2
                                cs_set_user_defuse( id, 1, 0, 0, 205 );
                        }
                }
        }
}

ZZ348818245 发表于 2011-4-14 11:48:26

我想到个想法 就是判断 变成僵尸后给僵尸加-1个手雷。。 不知道可以不?

点通粉丝 发表于 2011-4-14 23:24:03

是头文件,#include
去你的include文件里面找个叫csdm的文件发上来
kk阿朗 发表于 2011-3-13 23:17 http://www.dt-club.net/forum/images/common/back.gif

这个文件吗/**
* (C)2003-2005 David "BAILOPAN" Anderson
* Counter-Strike Deathmatch (CSDM) 2.00 Module Includes
*/

#if defined _csdm_included
#endinput
#endif
#define _csdm_included

#pragma library csdm

#define        CSDM_VERSION        "2.00"

#define        CFG_READ                0                //Line is being read normally
#define        CFG_RELOAD                1                //Section is being parsed from the start
#define        CFG_DONE                2                //Section is done being parsed

#define DEFAULT_ARMOR                100

#define MAX_WEAPONS                 32
#define MAX_SECONDARY                 8
#define MAX_PRIMARY                 18

stock ACTIVE_CVAR[] = "csdm_active"

/************
* FORWARDS *
************/

//Called right before a death message is sent.Return value has no effect.
forward csdm_PreDeath(killer, victim, headshot, const weapon[]);

//Called right after a death message is handled.
//return PLUGIN_HANDLED will block CSDM from doing any physical respawning.
forward csdm_PostDeath(killer, victim, headshot, const weapon[]);

//Called after a player is physically respawned,
// but before the spawn handler is called.Returning PLUGIN_HANDLED
// will block CSDM from calling the set spawn handler.
//Note! this will only be called if CSDM internally respawns or you use
// csdm_respawn().
forward csdm_PreSpawn(player, bool:fake);

//Called after a player is physically respawned,
// and after all spawn handling is completed.
forward csdm_PostSpawn(player, bool:fake);

//Called when the round is restarted
forward csdm_RoundRestart();

/***********
* NATIVES *
***********/

//To retrieve/set angles and v_angles, pass up to two more vectors
native csdm_getpos(player, Float:origin, ...);

native csdm_setpos(player, const Float:origin, ...);

//Returns the number of registered spawn styles
native csdm_spawnstyles();

//Retrieves the name of a spawn style by index (indices start at 0)
native csdm_styleinfo(style_index, name[], maxlength);

//Adds a spawn style handler
native csdm_addstyle(const name[], const function[]);

//Sets the current spawn style handler by name.
//The handler registered to this name will be called after every spawn.
native csdm_setstyle(const name[]);

//Returns the current style id
native csdm_curstyle();

//Respawns a player correctly under the CSDM spawn system.
native csdm_respawn(player);

//Forces a "fake" respawn on the player - sort of like a ResetHUD
native csdm_fakespawn(player);

//Registers a hook on the config reader
//The forward looks like this:
//forward my_cfg_reader(read_mode, const line[], const section[])
native csdm_reg_cfg(const sectionName[], const handler[]);

//Gives an item.Same as give_item from fun.
native csdm_give_item(player, const item_name[]);

//Forces a player to drop a weapon
native csdm_force_drop(player, const weapon[], remove=1);

//Schedules a weapon for removal.0 seconds means immediate
//delay specifies whether it should wait 0.1 seconds or not (0 for immediate lookup)
native csdm_remove_weapon(player, const weapon[], seconds, delay);


//Reloads the config file
native csdm_reload_cfg();

//Returns whether CSDM is active
native csdm_active();

//returns cache information into each array slot
// 0 - number of free items in spawn task cache
// 1 - number of free task in general task cache
// 2 - number of hot tasks (ones in use)
// 3 - number of cached weapon removals in table
// 4 - number of live weapon removals in table
// 5 - number of weapon find tasks in cache
// in general, 0+5+4 should about equal 1+2
// do not edit the vers parameter.
native csdm_cache(ar, vers=2)

/**
* Natives defined by csdm_main
*/

//Returns the handle for the main CSDM menu, letting you modify it.
native csdm_main_menu();

/*** ************ ***
*** HELPER STUFF
***/

#define        SLOT_PRIMARY        1
#define        SLOT_SECONDARY        2
#define        SLOT_KNIFE                3
#define        SLOT_GRENADE        4
#define        SLOT_C4                        5

#define        _TEAM_T                        1
#define        _TEAM_CT                2

//Weapon slot lookup table
stock g_WeaponSlots[] = {
                0,
                2,        //CSW_P228
                0,
                1,        //CSW_SCOUT
                4,        //CSW_HEGRENADE
                1,        //CSW_XM1014
                5,        //CSW_C4
                1,        //CSW_MAC10
                1,        //CSW_AUG
                4,        //CSW_SMOKEGRENADE
                2,        //CSW_ELITE
                2,        //CSW_FIVESEVEN
                1,        //CSW_UMP45
                1,        //CSW_SG550
                1,        //CSW_GALIL
                1,        //CSW_FAMAS
                2,        //CSW_USP
                2,        //CSW_GLOCK18
                1,        //CSW_AWP
                1,        //CSW_MP5NAVY
                1,        //CSW_M249
                1,        //CSW_M3
                1,        //CSW_M4A1
                1,        //CSW_TMP
                1,        //CSW_G3SG1
                4,        //CSW_FLASHBANG
                2,        //CSW_DEAGLE
                1,        //CSW_SG552
                1,        //CSW_AK47
                3,        //CSW_KNIFE
                1        //CSW_P90
        };
       
//Maximum backpack ammo lookup table
stock g_MaxBPAmmo[] = {
                0,
                52,        //CSW_P228
                0,
                90,        //CSW_SCOUT
                1,        //CSW_HEGRENADE
                32,        //CSW_XM1014
                1,        //CSW_C4
                100,//CSW_MAC10
                90,        //CSW_AUG
                1,        //CSW_SMOKEGRENADE
                120,//CSW_ELITE
                100,//CSW_FIVESEVEN
                100,//CSW_UMP45
                90,        //CSW_SG550
                90,        //CSW_GALIL
                90,        //CSW_FAMAS
                100,//CSW_USP
                120,//CSW_GLOCK18
                30,        //CSW_AWP
                120,//CSW_MP5NAVY
                200,//CSW_M249
                21,        //CSW_M3
                90,        //CSW_M4A1
                120,//CSW_TMP
                90,        //CSW_G3SG1
                2,        //CSW_FLASHBANG
                35,        //CSW_DEAGLE
                90,        //CSW_SG552
                90,        //CSW_AK47
                0,        //CSW_KNIFE
                100//CSW_P90
        };
       
stock getWepId(wp[])
{
        if (equali(wp, "weapon_p228")) {
                return CSW_P228
        } else if (equali(wp, "weapon_scout")) {
                return CSW_SCOUT
        } else if (equali(wp, "weapon_hegrenade")) {
                return CSW_HEGRENADE
        } else if (equali(wp, "weapon_xm1014")) {
                return CSW_XM1014
        } else if (equali(wp, "weapon_c4")) {
                return CSW_C4
        } else if (equali(wp, "weapon_mac10")) {
                return CSW_MAC10
        } else if (equali(wp, "weapon_aug")) {
                return CSW_AUG
        } else if (equali(wp, "weapon_smokegrenade")) {
                return CSW_SMOKEGRENADE
        } else if (equali(wp, "weapon_elite")) {
                return CSW_ELITE
        } else if (equali(wp, "weapon_fiveseven")) {
                return CSW_FIVESEVEN
        } else if (equali(wp, "weapon_ump45")) {
                return CSW_UMP45
        } else if (equali(wp, "weapon_sg550")) {
                return CSW_SG550
        } else if (equali(wp, "weapon_galil")) {
                return CSW_GALIL
        } else if (equali(wp, "weapon_famas")) {
                return CSW_FAMAS
        } else if (equali(wp, "weapon_usp")) {
                return CSW_USP
        } else if (equali(wp, "weapon_glock18")) {
                return CSW_GLOCK18
        } else if (equali(wp, "weapon_awp")) {
                return CSW_AWP
        } else if (equali(wp, "weapon_mp5navy")) {
                return CSW_MP5NAVY
        } else if (equali(wp, "weapon_m249")) {
                return CSW_M249
        } else if (equali(wp, "weapon_m3")) {
                return CSW_M3
        } else if (equali(wp, "weapon_m4a1")) {
                return CSW_M4A1
        } else if (equali(wp, "weapon_tmp")) {
                return CSW_TMP
        } else if (equali(wp, "weapon_g3sg1")) {
                return CSW_G3SG1
        } else if (equali(wp, "weapon_flashbang")) {
                return CSW_FLASHBANG
        } else if (equali(wp, "weapon_deagle")) {
                return CSW_DEAGLE
        } else if (equali(wp, "weapon_sg552")) {
                return CSW_SG552
        } else if (equali(wp, "weapon_ak47")) {
                return CSW_AK47
        } else if (equali(wp, "weapon_knife")) {
                return CSW_KNIFE
        } else if (equali(wp, "weapon_p90")) {
                return CSW_P90
        }
       
        return 0
}

xuqiang5213 发表于 2018-11-4 18:59:48

是大幅度释放奋斗速度
页: 1 [2]
查看完整版本: CS1.5僵尸感染版技术难题求助-KK进来解决一下