Agony
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Скачал плагин с фонариком , он работает всё без проблем но на f больше оружие не показывается , можно сделать как то чтобы , на f фонарик работал и оружие показывалось чтобы они сочитались .
Вот .sp
Кому нужен сам плагин с фонариком вот :
Вот .sp
C-подобный:
#pragma semicolon 1
#include <sdktools>
#define PVERSION "1.3.62"
new Handle:gH_Enabled = INVALID_HANDLE;
new Handle:gH_LAW = INVALID_HANDLE;
new Handle:gH_Return = INVALID_HANDLE;
new Handle:gH_Sound = INVALID_HANDLE;
new Handle:gH_SoundAll = INVALID_HANDLE;
new bool:bEnabled = true;
new bool:bLAW = true;
new bool:bRtn = false;
new bool:bSnd = false;
new bool:bSndAll = true;
new String:zsSnd[255];
public Plugin:myinfo =
{
name = "Flashlight",
author = "Mitch",
description = "Replaces +lookatweapon with a toggleable flashlight. Also adds the command: sm_flashlight",
version = PVERSION,
url = "https://forums.alliedmods.net/showthread.php?t=227224"
};
public OnPluginStart()
{
gH_Enabled = CreateConVar("sm_flashlight_enabled", "1",
"0 = Disables flashlight; 1 = Enables flashlight", FCVAR_PLUGIN, true, 0.0, true, 1.0);
gH_LAW = CreateConVar("sm_flashlight_lookatweapon", "1",
"0 = Doesn't use +lookatweapon; 1 = hooks +lookatweapon", FCVAR_PLUGIN, true, 0.0, true, 1.0);
gH_Return = CreateConVar("sm_flashlight_return", "0",
"0 = Doesn't return blocking +look at weapon; 1 = Does return", FCVAR_PLUGIN, true, 0.0, true, 1.0);
gH_Sound = CreateConVar("sm_flashlight_sound", "items/flashlight1.wav",
"Sound path to use when a player uses the flash light.", FCVAR_PLUGIN);
gH_SoundAll = CreateConVar("sm_flashlight_sound_all", "1",
"Play the sound to all players, or just to the activator?", FCVAR_PLUGIN);
UpdateSound();
HookConVarChange(gH_Sound, ConVarChanged);
HookConVarChange(gH_Enabled, ConVarChanged);
HookConVarChange(gH_LAW, ConVarChanged);
HookConVarChange(gH_Return, ConVarChanged);
AutoExecConfig();
CreateConVar("sm_flashlight_version", PVERSION, "CsGoFlashlight Version", FCVAR_DONTRECORD|FCVAR_NOTIFY);
AddCommandListener(Command_LAW, "+lookatweapon"); //Hooks cs:go's flashlight replacement 'look at weapon'.
RegConsoleCmd("sm_flashlight", Command_FlashLight); //Bindable Flashlight command
}
public ConVarChanged(Handle:cvar, const String:oldVal[], const String:newVal[])
{
if(cvar == gH_Enabled)
bEnabled = bool:StringToInt(newVal);
if(cvar == gH_LAW)
bLAW = bool:StringToInt(newVal);
if(cvar == gH_Return)
bRtn = bool:StringToInt(newVal);
if(cvar == gH_SoundAll)
bSndAll = bool:StringToInt(newVal);
if(cvar == gH_Sound) {
UpdateSound();
}
}
public UpdateSound() {
decl String:formatedSound[256];
GetConVarString(gH_Sound, formatedSound, sizeof(formatedSound));
if(StrEqual(formatedSound, "") || StrEqual(formatedSound, "0")) {
bSnd = false;
} else {
strcopy(zsSnd, sizeof(zsSnd), formatedSound);
bSnd = true;
PrecacheSound(zsSnd);
if(!StrEqual(formatedSound, "items/flashlight1.wav")) {
Format(formatedSound, sizeof(formatedSound), "sound/%s", formatedSound);
AddFileToDownloadsTable(formatedSound);
}
}
}
public OnMapStart() {
if(bSnd) {
PrecacheSound(zsSnd, true);
}
}
public Action:Command_LAW(client, const String:command[], argc)
{
if(!bLAW || !bEnabled) //Enable this hook?
return Plugin_Continue;
if(!IsClientInGame(client)) //If player is not in-game then ignore!
return Plugin_Continue;
if(!IsPlayerAlive(client)) //If player is not alive then continue the command.
return Plugin_Continue;
ToggleFlashlight(client);
return (bRtn) ? Plugin_Continue : Plugin_Handled;
}
public Action:Command_FlashLight(client, args)
{
if(!bEnabled)
return Plugin_Handled;
if (IsClientInGame(client) && IsPlayerAlive(client)) {
ToggleFlashlight(client);
}
return Plugin_Handled;
}
ToggleFlashlight(client) {
SetEntProp(client, Prop_Send, "m_fEffects", GetEntProp(client, Prop_Send, "m_fEffects") ^ 4);
if(bSnd) {
if(bSndAll) {
EmitSoundToAll(zsSnd, client);
} else {
EmitSoundToClient(client, zsSnd);
}
}
}
Кому нужен сам плагин с фонариком вот :