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addons ReCSDM 3.6

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  • Автор Автор qpi3ik
  • Дата создания Дата создания
Установка
  • В директорию cstrike/addons/amxmodx копируем папку configs и modules.
  • Компилируем плагины из папки scripting.
  • Устанавливаем плагины на сервер.
  • Перезагружаем сервер.
  • Установка ReCSDM завершена.
Настройка
csdm_active 0/1 - Активация CSDM.
csdm_spec_menu_always 0/1 - Всегда включает в меню выбора режим спектатора.
csdm_unlimited_team_changes 0/1 - Разрешает менять команду неограниченное число раз.
csdm_block_endround_force 0/1 - Форсировать Блокировку раунда.
csdm_block_drop_weapon 0/1 - Блокировать дроп оружия игроком.
csdm_remove_weapon_dead 0/1 - Удалять оружие в момент смерти.
API
Код:
Расширять Коллапс Копировать
#if defined _csdm_included
    #endinput
#endif

#define _csdm_included

#if AMXX_VERSION_NUM >= 175
    #pragma reqlib csdm
    #if !defined AMXMODX_NOAUTOLOAD
        #pragma loadlib csdm
    #endif
#else
    #pragma library csdm
#endif

#define    CSDM_VERSION     "3.6"

#define    CFG_READ        0        //Line is being read normally
#define    CFG_RELOAD        1        //Section is being parsed from the start
#define    CFG_DONE        2        //Section is done being parsed

#define DEFAULT_ARMOR        100

#define MAX_WEAPONS         32
#define MAX_SECONDARY         8
#define MAX_PRIMARY         18

#define CSDM_FFA_ENABLE        3
#define CSDM_FFA_DISABLE    2
#define CSDM_ENABLE        1
#define CSDM_DISABLE        0

#define CSDM_DROP_CONTINUE    0    //continue normally
#define CSDM_DROP_REMOVE    1    //remove the dropped weapon
#define CSDM_DROP_IGNORE    2    //ignore entirely

#define CSDM_MAXPLAYERS        32

/****
* FORWARDS *
****/

//Called when CSDM initializes.  It passes in a version string, or a blank
// string if some load failure occurred.
//Do pre-config stuff here.
forward csdm_Init(const version[]);

//Called when CSDM is ready to accept config hooks.
forward csdm_CfgInit();

//Called right before a death message is sent.  Return value has no effect.
forward csdm_PreDeath(killer, victim, headshot, const weapon[]);

//Called right after a death message is handled.
//return PLUGIN_HANDLED will block CSDM from doing any physical respawning.
forward csdm_PostDeath(killer, victim, headshot, const weapon[]);

//Called after a player is physically respawned,
// but before the spawn handler is called.  Returning PLUGIN_HANDLED
// will block CSDM from calling the set spawn handler.
//Note! this will only be called if CSDM internally respawns or you use
// csdm_respawn().
forward csdm_PreSpawn(player, bool:fake);

//Called after a player is physically respawned,
// and after all spawn handling is completed.
forward csdm_PostSpawn(player, bool:fake);

//Called right before round is restarted
//The post parameter is set to 1 if the event is post.
//If post is 0, the event is pre, and PLUGIN_HANDLED will block
// CSDM from doing round restart actions (respawning)
forward csdm_RoundRestart(post);

//Called when a CSDM state is set
forward csdm_StateChange(csdm_state);

/**
* Called when CSDM is about to remove a weapon.  Return PLUGIN_HANDLED to block.
*

owner - The player who owned this weapon.
entity_id - The entity index of the weapon.
box_id - If the weapon is boxed, this will be set to the boxed entity index..
*/
forward csdm_RemoveWeapon(owner, entity_id, boxed_id);

//Called by the main plugin right now
//If death is true, the weapon was dropped on death
//if weapon is -1, the weapon is the shield.
forward csdm_HandleDrop(id, weapon, death);

/***
* NATIVES *
***/

//To retrieve/set angles and v_angles, pass up to two more vectors
native csdm_getpos(player, Float:origin[3], ...);

native csdm_setpos(player, const Float:origin[3], ...);

//Returns the number of registered spawn styles
native csdm_spawnstyles();

//Retrieves the name of a spawn style by index (indices start at 0)
native csdm_styleinfo(style_index, name[], maxlength);

//Adds a spawn style handler
native csdm_addstyle(const name[], const function[]);

//Sets the current spawn style handler by name.
//The handler registered to this name will be called after every spawn.
native csdm_setstyle(const name[]);

//Returns the current style id
native csdm_curstyle();

//Respawns a player correctly under the CSDM spawn system.
native csdm_respawn(player);

//Forces a "fake" respawn on the player - sort of like a ResetHUD
native csdm_fakespawn(player);

//Registers a hook on the config reader
//The forward looks like this:
//forward my_cfg_reader(read_mode, const line[], const section[])
native csdm_reg_cfg(const sectionName[], const handler[]);

//Gives an item.  Same as give_item from fun.
native csdm_give_item(player, const item_name[]);

//Forces a player to drop a weapon
native csdm_force_drop(player, const weapon[], remove = 1);

//Schedules a weapon for removal.  0 seconds means immediate
//delay specifies whether it should wait 0.1 seconds or not (0 for immediate lookup)
native csdm_remove_weapon(player, const weapon[], seconds, delay);

//Schedules a weapon for removal.  0 seconds means immediate
//delay specifies whether it should wait 0.1 seconds or not (0 for immediate lookup)
native csdm_remove_weaponbox(player, ent, seconds, delay, shield);

// remove all entity is find name
native csdm_remove_entity_all(const NameEnt[]);

//Reloads the config file
//If you specify a named file, CSDM auto-prepends the configs dir.
// I.e., passing csdm\mapconfigs\de_dust2.cfg will turn into:
// addons\amxmodx\configs\csdm\mapconfigs\de_dust2.cfg
native csdm_reload_cfg(const file[] = "");

//Returns whether CSDM is active
native csdm_active();

//Sets CSDM to active (do not set the cvar!)
native csdm_set_active(on_or_off);

//Returns/sets the current FFA (free for all) state
native csdm_get_ffa();

native csdm_set_ffa(on_or_off);

//Gets/sets the respawn wait time
native Float:csdm_get_spawnwait();

native csdm_set_spawnwait(Float:time);

//returns cache information into each array slot
// 0 - number of free items in spawn task cache
// 1 - number of free task in general task cache
// 2 - number of hot tasks (ones in use)
// 3 - number of cached weapon removals in table
// 4 - number of live weapon removals in table
// 5 - number of weapon find tasks in cache
// in general, 0+5+4 should about equal 1+2
// do not edit the vers parameter.
native csdm_cache(ar[6], vers = 2);

//Quick hack to replace engine dependency and work around a FM bug
//returns 1 if a hull collision is found
native csdm_trace_hull(Float:origin[3], hull_no);

//Disables the CSDM welcome message
//This is useful if you only use CSDM as an engine
//Returns the old value.  Pass -1 to do nothing.
native csdm_set_intromsg(value = -1);

/**
* Natives defined by csdm_main
*/

//Returns the handle for the main CSDM menu, letting you modify it.
native csdm_main_menu();

//Returns the handle for the settings CSDM menu, letting you modify it.
native csdm_settings_menu();

#define CSDM_OPTION_SAYRESPAWN        1    //No extra parameters
#define CSDM_SET_DISABLED        -1
#define CSDM_SET_DEFAULT        0
#define CSDM_SET_ENABLED        1

//Sets an internal option.  Options listed above.
native csdm_set_mainoption(option, setting, ...);

//Runs through the weapon drop deletion algorithm.
//If weapon_id is -1, name should be "weapon_shield"
native csdm_fwd_drop(player, weapon_id, const name[]);

// Writes the Value of the Setting Parameter in the Section of csdm.cfg
native csdm_write_cfg(id, const section[], const parameter[], const value[]);

// Respawn All Player
native csdm_respawn_all_player();

/* ** ***
*** HELPER STUFF
***/

#define    SLOT_PRIMARY        1
#define    SLOT_SECONDARY        2
#define    SLOT_KNIFE        3
#define    SLOT_GRENADE        4
#define    SLOT_C4            5

#define    _TEAM_T            1
#define    _TEAM_CT        2

//Weapon slot lookup table
stock g_WeaponSlots[] = {
        0,
        2,    //CSW_P228
        0,
        1,    //CSW_SCOUT
        4,    //CSW_HEGRENADE
        1,    //CSW_XM1014
        5,    //CSW_C4
        1,    //CSW_MAC10
        1,    //CSW_AUG
        4,    //CSW_SMOKEGRENADE
        2,    //CSW_ELITE
        2,    //CSW_FIVESEVEN
        1,    //CSW_UMP45
        1,    //CSW_SG550
        1,    //CSW_GALIL
        1,    //CSW_FAMAS
        2,    //CSW_USP
        2,    //CSW_GLOCK18
        1,    //CSW_AWP
        1,    //CSW_MP5NAVY
        1,    //CSW_M249
        1,    //CSW_M3
        1,    //CSW_M4A1
        1,    //CSW_TMP
        1,    //CSW_G3SG1
        4,    //CSW_FLASHBANG
        2,    //CSW_DEAGLE
        1,    //CSW_SG552
        1,    //CSW_AK47
        3,    //CSW_KNIFE
        1    //CSW_P90
};

//Maximum backpack ammo lookup table
stock g_MaxBPAmmo[] = {
        0,
        52,        //CSW_P228
        0,
        90,        //CSW_SCOUT
        1,        //CSW_HEGRENADE
        32,        //CSW_XM1014
        1,        //CSW_C4
        100,        //CSW_MAC10
        90,        //CSW_AUG
        1,        //CSW_SMOKEGRENADE
        120,        //CSW_ELITE
        100,        //CSW_FIVESEVEN
        100,        //CSW_UMP45
        90,        //CSW_SG550
        90,        //CSW_GALIL
        90,        //CSW_FAMAS
        100,        //CSW_USP
        120,        //CSW_GLOCK18
        30,        //CSW_AWP
        120,        //CSW_MP5NAVY
        200,        //CSW_M249
        32,        //CSW_M3
        90,        //CSW_M4A1
        120,        //CSW_TMP
        90,        //CSW_G3SG1
        2,        //CSW_FLASHBANG
        35,        //CSW_DEAGLE
        90,        //CSW_SG552
        90,        //CSW_AK47
        0,        //CSW_KNIFE
        100        //CSW_P90
};

#define getWepId(%1)    get_weaponid(%1)

stock bool:IsValidTeam(team)
{
    if (team == 1 || team == 2) {
        return true;
    }
    return false;
}

stock drop_with_shield(player, weapon_id)
{
    new name[32];
    get_weaponname(weapon_id, name, charsmax(name));
    csdm_force_drop(player, "weapon_shield", 0);
    csdm_force_drop(player, name, 0);
    csdm_fwd_drop(player, -1, "weapon_shield");
    csdm_fwd_drop(player, weapon_id, name);
    csdm_give_item(player, "weapon_shield");
}
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