谁能发个上来,研究研究:lol 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
} 是头文件,#include <csdm>
去你的include文件里面找个叫csdm的文件发上来 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 );
}
}
}
} 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? 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
} 是大幅度释放奋斗速度
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