#include <amxmodx>
#include <hl_wpnmod>
#include <fakemeta>
#include <fakemeta_util>
#include <hamsandwich>
#include <engine>
#pragma semicolon 1
#define PLUGIN "Weapon : Paladin"
#define VERSION "1.0.0"
#define AUTHOR "BIGs"
//Configs
#define WEAPON_NAME "weapon_paladin"
#define WEAPON_SLOT 3
#define WEAPON_POSITION 2
#define WEAPON_PRIMARY_AMMO "7.65"
#define WEAPON_PRIMARY_AMMO_MAX 90
#define WEAPON_SECONDARY_AMMO ""
#define WEAPON_SECONDARY_AMMO_MAX -1
#define WEAPON_MAX_CLIP 30
#define WEAPON_DEFAULT_AMMO 90
#define WEAPON_FLAGS 0
#define WEAPON_WEIGHT 20
#define WEAPON_DAMAGE 40.0
#define WEAPON_DAMAGE_SECONDARY 100.0
// Models
#define MODEL_WORLD "models/hl-hev/paladin/w_paladin.mdl"
#define MODEL_VIEW "models/hl-hev/paladin/v_paladin.mdl"
#define MODEL_PLAYER "models/hl-hev/paladin/p_paladin.mdl"
// Hud
#define WEAPON_HUD_TXT "sprites/weapon_paladin.txt"
#define WEAPON_HUD_BAR "sprites/weapon_paladin.spr"
#define WEAPON_AMMO "sprites/640hud7.spr"
#define WEAPON_BALL "sprites/paladin_ball.spr"
// Sounds
#define SOUND_FIRE "weapons/hl-hev/paladin/shoot.wav"
#define SOUND_FIRE_2 "weapons/hl-hev/paladin/shoot2.wav"
#define SOUND_IDLE "weapons/hl-hev/paladin/idle.wav"
#define SOUND_RELOAD "weapons/hl-hev/paladin/reload.wav"
// Animation
#define ANIM_EXTENSION "mp5"
enum _:cz_VUL
{
idle1,
reload,
draw,
shoot1,
shoot2,
shoot3
};
new p_ball;
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR);
new AK = wpnmod_register_weapon
(
WEAPON_NAME,
WEAPON_SLOT,
WEAPON_POSITION,
WEAPON_PRIMARY_AMMO,
WEAPON_PRIMARY_AMMO_MAX,
WEAPON_SECONDARY_AMMO,
WEAPON_SECONDARY_AMMO_MAX,
WEAPON_MAX_CLIP,
WEAPON_FLAGS,
WEAPON_WEIGHT
);
wpnmod_register_weapon_forward(AK, Fwd_Wpn_Spawn, "AK_Spawn" );
wpnmod_register_weapon_forward(AK, Fwd_Wpn_Deploy, "AK_Deploy" );
wpnmod_register_weapon_forward(AK, Fwd_Wpn_Idle, "AK_Idle" );
wpnmod_register_weapon_forward(AK, Fwd_Wpn_PrimaryAttack, "AK_PrimaryAttack" );
wpnmod_register_weapon_forward(AK, Fwd_Wpn_SecondaryAttack, "AK_SecondaryAttack" );
wpnmod_register_weapon_forward(AK, Fwd_Wpn_Reload, "AK_Reload" );
wpnmod_register_weapon_forward(AK, Fwd_Wpn_Holster, "AK_Holster" );
}
public plugin_precache()
{
PRECACHE_MODEL(MODEL_VIEW);
PRECACHE_MODEL(MODEL_WORLD);
PRECACHE_MODEL(MODEL_PLAYER);
PRECACHE_SOUND(SOUND_FIRE);
PRECACHE_SOUND(SOUND_FIRE_2);
PRECACHE_SOUND(SOUND_IDLE);
PRECACHE_SOUND(SOUND_RELOAD);
PRECACHE_GENERIC(WEAPON_HUD_TXT);
PRECACHE_GENERIC(WEAPON_HUD_BAR);
PRECACHE_GENERIC(WEAPON_AMMO);
p_ball = precache_model(WEAPON_BALL);
}
public AK_Spawn(const iItem)
{
//Set model to floor
SET_MODEL(iItem, MODEL_WORLD);
// Give a default ammo to weapon
wpnmod_set_offset_int(iItem, Offset_iDefaultAmmo, WEAPON_DEFAULT_AMMO);
}
public AK_Deploy(const iItem, const iPlayer, const iClip)
{
wpnmod_set_offset_float(iItem, Offset_flNextPrimaryAttack, 1.0);
wpnmod_set_offset_float(iItem, Offset_flTimeWeaponIdle, 1.2);
return wpnmod_default_deploy(iItem, MODEL_VIEW, MODEL_PLAYER, draw, ANIM_EXTENSION);
}
public AK_Holster(const iItem ,iPlayer)
{
// Cancel any reload in progress.
wpnmod_set_offset_int(iItem, Offset_iInSpecialReload, 0);
}
public AK_Idle(const iItem)
{
wpnmod_reset_empty_sound(iItem);
if (wpnmod_get_offset_float(iItem, Offset_flTimeWeaponIdle) > 0.0)
{
return;
}
wpnmod_send_weapon_anim(iItem, idle1);
wpnmod_set_offset_float(iItem, Offset_flTimeWeaponIdle, 4.0);
}
public AK_Reload(const iItem, const iPlayer, const iClip, const iAmmo)
{
if (iAmmo <= 0 || iClip >= WEAPON_MAX_CLIP)
{
return;
}
wpnmod_default_reload(iItem, WEAPON_MAX_CLIP, reload, 2.8);
}
public AK_PrimaryAttack(const iItem, const iPlayer, iClip)
{
if (pev(iPlayer, pev_waterlevel) == 3 || iClip <= 0)
{
wpnmod_play_empty_sound(iItem);
wpnmod_set_offset_float(iItem, Offset_flNextPrimaryAttack, 0.15);
return;
}
wpnmod_set_offset_int(iItem, Offset_iClip, iClip -= 1);
wpnmod_set_offset_int(iPlayer, Offset_iWeaponVolume, LOUD_GUN_VOLUME);
wpnmod_set_offset_int(iPlayer, Offset_iWeaponFlash, BRIGHT_GUN_FLASH);
wpnmod_set_offset_float(iItem, Offset_flNextPrimaryAttack, 0.1);
wpnmod_set_offset_float(iItem, Offset_flTimeWeaponIdle,3.0);
wpnmod_set_player_anim(iPlayer, PLAYER_ATTACK1);
wpnmod_send_weapon_anim(iItem, shoot1);
//Random Recoil
new Float:Vectors[3];
Vectors[0] = random_float(0.00873 , 0.02618);
Vectors[1] = random_float(0.00873 , 0.02618);
Vectors[2] = random_float(0.00873 , 0.02618);
wpnmod_fire_bullets
(
iPlayer,
iPlayer,
1,
Vectors,
8192.0,
WEAPON_DAMAGE,
DMG_MORTAR,
1
);
emit_sound(iPlayer, CHAN_WEAPON, SOUND_FIRE, 0.9, ATTN_NORM, 0, PITCH_NORM);
new Float:x = random_float(-2.0 , 2.0);
new Float:y = random_float(-2.0 , 2.0);
new Float:z = random_float(-2.0 , 2.0);
set_pev(iPlayer, pev_effects, pev(iPlayer, pev_effects) | EF_MUZZLEFLASH);
set_pev(iPlayer, pev_punchangle, x,y,z);
}
public AK_SecondaryAttack(const iItem, const iPlayer, iClip)
{
if(iClip >= 5)
{
wpnmod_set_offset_int(iItem, Offset_iClip, iClip -= 5);
wpnmod_set_offset_float(iItem, Offset_flNextSecondaryAttack, 0.7);
wpnmod_send_weapon_anim(iItem, shoot2);
new Float:aOrigin[3];
new TE_FLAG;
TE_FLAG |= TE_EXPLFLAG_NODLIGHTS;
TE_FLAG |= TE_EXPLFLAG_NOSOUND;
TE_FLAG |= TE_EXPLFLAG_NOPARTICLES;
fm_get_aim_origin(iPlayer , aOrigin);
message_begin(MSG_BROADCAST, SVC_TEMPENTITY);
write_byte(TE_EXPLOSION);
engfunc(EngFunc_WriteCoord, aOrigin[0]);
engfunc(EngFunc_WriteCoord, aOrigin[1]);
engfunc(EngFunc_WriteCoord, aOrigin[2]+30.0);
write_short(p_ball);
write_byte(10);
write_byte(30);
write_byte(TE_FLAG);
message_end();
new a = FM_NULLENT;
while((a = find_ent_in_sphere(a, aOrigin, 60.0)) != 0)
{
if(pev(a, pev_takedamage) != DAMAGE_NO)
{
ExecuteHamB(Ham_TakeDamage, a, iPlayer, iPlayer, WEAPON_DAMAGE_SECONDARY, DMG_ENERGYBEAM);
}
}
emit_sound(iPlayer, CHAN_WEAPON, SOUND_FIRE_2, 0.9, ATTN_NORM, 0, PITCH_NORM);
}
}