#include <amxmodx>
#include <hl_wpnmod>
#include <fakemeta>
#include <hamsandwich>
#include <fun>
#pragma semicolon 1
#pragma ctrlchar '\'
#define PLUGIN "Saiga"
#define VERSION "1.0.0"
#define AUTHOR "BIGs"
//Configs
#define WEAPON_NAME "weapon_saiga"
#define WEAPON_SLOT 2
#define WEAPON_POSITION 5
#define WEAPON_PRIMARY_AMMO "buckshot"
#define WEAPON_PRIMARY_AMMO_MAX 50
#define WEAPON_SECONDARY_AMMO ""
#define WEAPON_SECONDARY_AMMO_MAX 0
#define WEAPON_MAX_CLIP 7
#define WEAPON_DEFAULT_AMMO 50
#define WEAPON_FLAGS 0
#define WEAPON_WEIGHT 20
#define WEAPON_DAMAGE 25.0
#define WEAPON_RATE_OF_FIRE 0.4
// Models
#define MODEL_WORLD "models/w_saiga.mdl"
#define MODEL_VIEW "models/v_saiga.mdl"
#define MODEL_PLAYER "models/p_saiga.mdl"
// Hud
#define WEAPON_HUD_TXT "sprites/weapon_saiga.txt"
#define WEAPON_HUD_BAR "sprites/weapon_saiga.spr"
// Sounds
#define SOUND_FIRE "weapons/saiga_shoot1.wav"
#define SOUND_RELOAD "weapons/saiga_clipout.wav"
#define SOUND_DEPLOY "weapons/saiga_zatvor.wav"
// Animation
#define ANIM_EXTENSION "shotgun"
public plugin_init()
{
register_plugin(
PLUGIN,
VERSION,
AUTHOR
);
new saiga = 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(saiga, Fwd_Wpn_Spawn, "S12_Spawn" );
wpnmod_register_weapon_forward(saiga, Fwd_Wpn_Deploy, "S12_Deploy" );
wpnmod_register_weapon_forward(saiga, Fwd_Wpn_Idle, "S12_Idle" );
wpnmod_register_weapon_forward(saiga, Fwd_Wpn_PrimaryAttack, "S12_PrimaryAttack" );
wpnmod_register_weapon_forward(saiga, Fwd_Wpn_Reload, "S12_Reload" );
wpnmod_register_weapon_forward(saiga, Fwd_Wpn_Holster, "S12_Holster" );
}
enum _:cz_VUL
{
idle1,
shoot1,
shoot2,
reload_1,
reload_2,
reload_3,
draw,
reload_4
};
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_DEPLOY);
PRECACHE_GENERIC(WEAPON_HUD_TXT);
PRECACHE_GENERIC(WEAPON_HUD_BAR);
}
public S12_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 S12_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);
emit_sound(iPlayer, CHAN_WEAPON, SOUND_DEPLOY, 1.0, ATTN_NORM, 0, PITCH_NORM);
return wpnmod_default_deploy(iItem, MODEL_VIEW, MODEL_PLAYER, draw, ANIM_EXTENSION);
}
public S12_Holster(const iItem)
{
// Cancel any reload in progress.
wpnmod_set_offset_int(iItem, Offset_iInSpecialReload, 0);
}
public S12_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, 6.0);
}
public S12_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_1,3.0);
emit_sound(iPlayer, CHAN_WEAPON, SOUND_RELOAD, 1.0, ATTN_NORM, 0, PITCH_NORM);
}
public S12_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, 0.7);
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_fire_bullets(
iPlayer,
iPlayer,
10,
VECTOR_CONE_15DEGREES,
3048.0,
WEAPON_DAMAGE,
DMG_BULLET,
15
);
wpnmod_set_offset_float(iItem, Offset_flNextPrimaryAttack, WEAPON_RATE_OF_FIRE);
wpnmod_set_offset_float(iItem, Offset_flTimeWeaponIdle, 7.0);
wpnmod_set_player_anim(iPlayer, PLAYER_ATTACK1);
wpnmod_send_weapon_anim(iItem, shoot1);
emit_sound(iPlayer, CHAN_WEAPON, SOUND_FIRE, 0.9, ATTN_NORM, 0, PITCH_NORM);
}