#include <amxmodx>
#include <hl_wpnmod>
#include <fakemeta>
#include <fakemeta_util>
#include <hamsandwich>
#include <fun>
#pragma semicolon 1
#pragma ctrlchar '\'
#define PLUGIN "Weapon : Destroyer"
#define VERSION "2.0.3"
#define AUTHOR "BIGs"
//Configs
#define WEAPON_NAME "weapon_destroyer"
#define WEAPON_SLOT 4
#define WEAPON_POSITION 5
#define WEAPON_PRIMARY_AMMO "50BMG"
#define WEAPON_PRIMARY_AMMO_MAX 30
#define WEAPON_SECONDARY_AMMO ""
#define WEAPON_SECONDARY_AMMO_MAX 0
#define WEAPON_MAX_CLIP 10
#define WEAPON_DEFAULT_AMMO 30
#define WEAPON_FLAGS 0
#define WEAPON_WEIGHT 35
#define WEAPON_DAMAGE 200.0
// Models
#define MODEL_WORLD "models/w_destroyer.mdl"
#define MODEL_VIEW "models/v_destroyer_hev.mdl"
#define MODEL_PLAYER "models/p_destroyer.mdl"
// Hud
#define WEAPON_HUD_TXT "sprites/weapon_destroyer.txt"
#define WEAPON_HUD_BAR "sprites/640hud141.spr"
#define WEAPON_HUD_AMMO "sprites/weapon_destroyer_scp.txt"
#define WEAPON_HUD_SCP "sprites/destroyer_scope.spr"
// Sounds
#define SOUND_FIRE "weapons/destroyer-1.wav"
#define SOUND_RELOAD "weapons/destroyer_clipout.wav"
#define SOUND_DEPLOY "weapons/destroyer_draw.wav"
#define SOUND_CHANGE "weapons/sfsniper_insight1.wav"
#define SOUND_1 "weapons/destroyer_clipin.wav"
// Animation
#define ANIM_EXTENSION "crossbow"
new aOrigin[3];
new sTrail;
new g_iSpiteExlplosion;
enum _:cz_VUL
{
idle1,
shoot1,
shoot2,
reload,
draw
};
public plugin_init() {
register_plugin(PLUGIN, VERSION, AUTHOR);
new dest50 = 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(dest50, Fwd_Wpn_Spawn, "D50_Spawn" );
wpnmod_register_weapon_forward(dest50, Fwd_Wpn_Deploy, "D50_Deploy" );
wpnmod_register_weapon_forward(dest50, Fwd_Wpn_Idle, "D50_Idle" );
wpnmod_register_weapon_forward(dest50, Fwd_Wpn_PrimaryAttack, "D50_PrimaryAttack" );
wpnmod_register_weapon_forward(dest50, Fwd_Wpn_SecondaryAttack, "D50_SecondaryAttack" );
wpnmod_register_weapon_forward(dest50, Fwd_Wpn_Reload, "D50_Reload" );
wpnmod_register_weapon_forward(dest50, Fwd_Wpn_Holster, "D50_Holster" );
}
public plugin_precache()
{
PRECACHE_MODEL(MODEL_VIEW);
PRECACHE_MODEL(MODEL_WORLD);
PRECACHE_MODEL(MODEL_PLAYER);
PRECACHE_SOUND(SOUND_RELOAD);
PRECACHE_SOUND(SOUND_FIRE);
PRECACHE_SOUND(SOUND_CHANGE);
PRECACHE_SOUND(SOUND_DEPLOY);
PRECACHE_SOUND(SOUND_1);
PRECACHE_GENERIC(WEAPON_HUD_TXT);
PRECACHE_GENERIC(WEAPON_HUD_BAR);
PRECACHE_GENERIC(WEAPON_HUD_SCP);
PRECACHE_GENERIC(WEAPON_HUD_AMMO);
sTrail = precache_model("sprites/zbeam5.spr");
g_iSpiteExlplosion = precache_model("sprites/dexplo.spr");
}
public D50_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 D50_Deploy(const iItem, const iPlayer, const iClip)
{
wpnmod_set_offset_float(iItem, Offset_flNextPrimaryAttack, 1.0);
wpnmod_set_offset_float(iItem, Offset_flTimeWeaponIdle, 4.0);
return wpnmod_default_deploy(iItem, MODEL_VIEW, MODEL_PLAYER, draw, ANIM_EXTENSION);
}
public D50_Holster(const iItem , iPlayer)
{
// Cancel any reload in progress.
wpnmod_set_offset_int(iItem, Offset_iInSpecialReload, 0);
new Float: flFov;
if (pev(iPlayer, pev_fov, flFov) && flFov != 0.0)
{
D50_SecondaryAttack(iItem, iPlayer);
}
}
public D50_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 D50_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, 3.2);
emit_sound(iPlayer, CHAN_WEAPON, SOUND_RELOAD, 1.0, ATTN_NORM, 0, PITCH_NORM);
}
public D50_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, 0.83);
wpnmod_set_offset_float(iItem, Offset_flTimeWeaponIdle, 1.0);
wpnmod_set_player_anim(iPlayer, PLAYER_ATTACK1);
wpnmod_send_weapon_anim(iItem, random_num(shoot1 , shoot2));
wpnmod_fire_bullets
(
iPlayer,
iPlayer,
1,
Float: {0.0001, 0.0001, 0.0001},
8192.0,
WEAPON_DAMAGE,
DMG_BULLET,
1
);
emit_sound(iPlayer, CHAN_WEAPON, SOUND_FIRE, 0.9, ATTN_NORM, 0, PITCH_NORM);
set_pev(iPlayer, pev_effects, pev(iPlayer, pev_effects) | EF_MUZZLEFLASH);
set_pev(iPlayer, pev_punchangle, Float: {-4.0, 0.0, 0.0});
get_user_origin(iPlayer,aOrigin ,3);
buff_special(iPlayer);
new Float:AimOr[3];
fm_get_aim_origin(iPlayer , AimOr);
message_begin(MSG_BROADCAST, SVC_TEMPENTITY);
write_byte(TE_EXPLOSION);
write_coord(AimOr[0]);
write_coord(AimOr[1]);
write_coord(AimOr[2]);
write_short(g_iSpiteExlplosion);
write_byte(10);
write_byte(10);
write_byte(0);
message_end();
}
public D50_SecondaryAttack(const iItem, const iPlayer)
{
new Float: flFov;
if (pev(iPlayer, pev_fov, flFov) && flFov != 0.0)
{
MakeZoom(iItem, iPlayer, "weapon_destroyer", 0.0);
}
else if (flFov != 20.0)
{
MakeZoom(iItem, iPlayer, "weapon_destroyer_scp", 20.0);
}
emit_sound(iPlayer, CHAN_ITEM, SOUND_CHANGE, random_float(0.95, 1.0), ATTN_NORM, 0, PITCH_NORM);
wpnmod_set_offset_float(iItem, Offset_flNextPrimaryAttack, 0.1);
wpnmod_set_offset_float(iItem, Offset_flNextSecondaryAttack, 0.8);
}
MakeZoom(const iItem, const iPlayer, const szWeaponName[], const Float: flFov)
{
static msgWeaponList;
set_pev(iPlayer, pev_fov, flFov);
wpnmod_set_offset_int(iPlayer, Offset_iFOV, _:flFov);
if (msgWeaponList || (msgWeaponList = get_user_msgid("WeaponList")))
{
message_begin(MSG_ONE, msgWeaponList, .player = iPlayer);
write_string(szWeaponName);
write_byte(wpnmod_get_offset_int(iItem, Offset_iPrimaryAmmoType));
write_byte(WEAPON_PRIMARY_AMMO_MAX);
write_byte(wpnmod_get_offset_int(iItem, Offset_iSecondaryAmmoType));
write_byte(WEAPON_SECONDARY_AMMO_MAX);
write_byte(WEAPON_SLOT - 1);
write_byte(WEAPON_POSITION - 1);
write_byte(get_user_weapon(iPlayer));
write_byte(WEAPON_FLAGS);
message_end();
}
}
public buff_special(id)
{
new Float:flAim[3];
fm_get_aim_origin(id, flAim);
message_begin(MSG_BROADCAST, SVC_TEMPENTITY );
write_byte(TE_BEAMENTPOINT);
write_short(id | 0x1000);
engfunc(EngFunc_WriteCoord, flAim[0]);
engfunc(EngFunc_WriteCoord, flAim[1]);
engfunc(EngFunc_WriteCoord, flAim[2]);
write_short(sTrail);
write_byte(0); // framerate
write_byte(0); // framerate
write_byte(2); // life
write_byte(10); // width
write_byte(0);// noise
write_byte(255);// r, g, b
write_byte(255);// r, g, b
write_byte(255);// r, g, b
write_byte(255); // brightness
write_byte(200); // speed
message_end();
}