#pragma semicolon 1 #pragma ctrlchar '\' #include #include #include #include #define PLUGIN "m4a1scope" #define VERSION "1.1" #define AUTHOR "KORD_12.7" // Weapon settings #define WEAPON_NAME "weapon_m4a1scope" #define WEAPON_SLOT 1 #define WEAPON_POSITION 5 #define WEAPON_PRIMARY_AMMO "556" #define WEAPON_PRIMARY_AMMO_MAX 30 #define WEAPON_SECONDARY_AMMO "" // NULL #define WEAPON_SECONDARY_AMMO_MAX -1 #define WEAPON_MAX_CLIP 30 #define WEAPON_DEFAULT_AMMO 30 #define WEAPON_FLAGS 0 #define WEAPON_WEIGHT 26 #define WEAPON_DAMAGE 100.0 // Hud #define WEAPON_HUD_TXT_1 "sprites/weapon_m4a1scope.txt" #define WEAPON_HUD_TXT_2 "sprites/weapon_m4a1scope_scp.txt" #define WEAPON_HUD_SPR_1 "sprites/weapon_m4a1scope.spr" #define WEAPON_HUD_SPR_2 "sprites/m4a1_scope.spr" // Ammobox #define AMMOBOX_CLASSNAME "ammo_556" // Models #define MODEL_WORLD "models/w_m4a1scope.mdl" #define MODEL_VIEW "models/v_m4a1scope.mdl" #define MODEL_PLAYER "models/p_m4a1scope.mdl" #define MODEL_SHELL "models/shell_tar21.mdl" // Sounds #define SOUND_FIRE "weapons/m4a1_shoot1.wav" #define SOUND_ZOOM "weapons/sniper_zoom.wav" #define SOUND_R1 "weapons/m4a1_boltpull.wav" #define SOUND_R2 "weapons/m4a1_clipin.wav" #define SOUND_R3 "weapons/m4a1_clipout.wav" #define SOUND_R4 "weapons/m4a1_deploy.wav" // Animation #define ANIM_EXTENSION "mp5" enum _:Animation { ANIM_IDLE = 0, ANIM_RELOAD, ANIM_DRAW, ANIM_FIRE1, ANIM_FIRE2, ANIM_FIRE3, }; //********************************************** //* Precache resources * //********************************************** public plugin_precache() { PRECACHE_MODEL(MODEL_VIEW); PRECACHE_MODEL(MODEL_WORLD); PRECACHE_MODEL(MODEL_PLAYER); PRECACHE_MODEL(MODEL_SHELL); PRECACHE_SOUND(SOUND_FIRE); PRECACHE_SOUND(SOUND_ZOOM); PRECACHE_SOUND(SOUND_R1); PRECACHE_SOUND(SOUND_R2); PRECACHE_SOUND(SOUND_R3); PRECACHE_SOUND(SOUND_R4); PRECACHE_GENERIC(WEAPON_HUD_TXT_1); PRECACHE_GENERIC(WEAPON_HUD_SPR_1); PRECACHE_GENERIC(WEAPON_HUD_TXT_2); PRECACHE_GENERIC(WEAPON_HUD_SPR_2); } //********************************************** //* Register weapon. * //********************************************** public plugin_init() { register_plugin(PLUGIN, VERSION, AUTHOR); new im4a1scope = 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(im4a1scope, Fwd_Wpn_Spawn, "m4a1scope_Spawn"); wpnmod_register_weapon_forward(im4a1scope, Fwd_Wpn_Deploy, "m4a1scope_Deploy"); wpnmod_register_weapon_forward(im4a1scope, Fwd_Wpn_Idle, "m4a1scope_Idle"); wpnmod_register_weapon_forward(im4a1scope, Fwd_Wpn_PrimaryAttack, "m4a1scope_PrimaryAttack"); wpnmod_register_weapon_forward(im4a1scope, Fwd_Wpn_SecondaryAttack, "m4a1scope_SecondaryAttack"); wpnmod_register_weapon_forward(im4a1scope, Fwd_Wpn_Reload, "m4a1scope_Reload"); wpnmod_register_weapon_forward(im4a1scope, Fwd_Wpn_Holster, "m4a1scope_Holster"); } //********************************************** //* Weapon spawn. * //********************************************** public m4a1scope_Spawn(const iItem) { // Setting world model SET_MODEL(iItem, MODEL_WORLD); // Give a default ammo to weapon wpnmod_set_offset_int(iItem, Offset_iDefaultAmmo, WEAPON_DEFAULT_AMMO); } //********************************************** //* Deploys the weapon. * //********************************************** public m4a1scope_Deploy(const iItem, const iPlayer, const iClip) { return wpnmod_default_deploy(iItem, MODEL_VIEW, MODEL_PLAYER, ANIM_DRAW, ANIM_EXTENSION); } //********************************************** //* Called when the weapon is holster. * //********************************************** public m4a1scope_Holster(const iItem, const iPlayer) { new Float: flFov; if (pev(iPlayer, pev_fov, flFov) && flFov != 0.0) { m4a1scope_SecondaryAttack(iItem, iPlayer); } // Cancel any reload in progress. wpnmod_set_offset_int(iItem, Offset_iInReload, 0); } //********************************************** //* Displays the idle animation for the weapon.* //********************************************** public m4a1scope_Idle(const iItem, const iPlayer, const iClip) { wpnmod_reset_empty_sound(iItem); if (wpnmod_get_offset_float(iItem, Offset_flTimeWeaponIdle) > 0.0) { return; } wpnmod_send_weapon_anim(iItem, ANIM_IDLE); wpnmod_set_offset_float(iItem, Offset_flTimeWeaponIdle, 0.12); } //********************************************** //* The main attack of a weapon is triggered. * //********************************************** public m4a1scope_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, 0.08); wpnmod_set_offset_float(iItem, Offset_flNextSecondaryAttack, 0.08); wpnmod_set_offset_float(iItem, Offset_flTimeWeaponIdle, 0.12); wpnmod_send_weapon_anim(iItem, iClip ? ANIM_FIRE1 : ANIM_FIRE2 ); wpnmod_set_player_anim(iPlayer, PLAYER_ATTACK1); wpnmod_fire_bullets ( iPlayer, iPlayer, 1, Float: {0.01, 0.01, 0.01}, 8192.0, WEAPON_DAMAGE, DMG_BULLET | DMG_NEVERGIB, 0 ); static iShellModelIndex; if (iShellModelIndex || (iShellModelIndex = engfunc(EngFunc_ModelIndex, MODEL_SHELL))) { wpnmod_eject_brass(iPlayer, iShellModelIndex, TE_BOUNCE_SHELL, 16.0, -12.0, 10.0); } 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: {-1.0, 0.0, 0.0}); } //********************************************** //* Secondary attack of a weapon is triggered. * //********************************************** public m4a1scope_SecondaryAttack(const iItem, const iPlayer) { new Float: flFov; if (pev(iPlayer, pev_fov, flFov) && flFov != 0.0) { MakeZoom(iItem, iPlayer, "weapon_m4a1scope", 0.0); } else if (flFov != 20.0) { MakeZoom(iItem, iPlayer, "weapon_m4a1scope_scp", 20.0); } emit_sound(iPlayer, CHAN_ITEM, SOUND_ZOOM, random_float(0.95, 1.0), ATTN_NORM, 0, PITCH_NORM); wpnmod_set_offset_float(iItem, Offset_flNextPrimaryAttack, 0.4); wpnmod_set_offset_float(iItem, Offset_flNextSecondaryAttack, 0.3); } 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(); } } //********************************************** //* Called when the weapon is reloaded. * //********************************************** public m4a1scope_Reload(const iItem, const iPlayer, const iClip, const iAmmo) { if (iAmmo <= 0 || iClip >= WEAPON_MAX_CLIP) { return; } new Float: flFov; if (pev(iPlayer, pev_fov, flFov) && flFov != 0.0) { m4a1scope_SecondaryAttack(iItem, iPlayer); } if (iAmmo <= 0 || iClip >= WEAPON_MAX_CLIP) { return; } wpnmod_default_reload(iItem, WEAPON_MAX_CLIP, ANIM_RELOAD, 3.08); }