NOT IN THE MANGA™
★ Black Lounger ★
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Some useful AMXX-related things for ESF, like efficient ways to perform various actions, etc. I may post more once in a while.
Code:
#include <fun>
#define WEAPON_MELEE 1
#define WEAPON_SWORD 2
#define WEAPON_KIBLAST 3
#define WEAPON_GENERICBEAM 4
#define WEAPON_GALLITGUN 5
#define WEAPON_KAMEHAMEHA 6
#define WEAPON_DESTRUCTODISC 7
#define WEAPON_SOLARFLARE 8
#define WEAPON_EYELASER 9
#define WEAPON_FRIEZADISC 10
#define WEAPON_SPECIALBEAMCANNON 11
#define WEAPON_SPIRITBOMB 12
#define WEAPON_BIGBANG 13
#define WEAPON_FINGERLASER 14
#define WEAPON_FINALFLASH 15
#define WEAPON_MASENKO 16
#define WEAPON_DEATHBALL 17
#define WEAPON_BURNINGATTACK 18
#define WEAPON_SCATTERBEAM 19
#define WEAPON_CANDY 20
#define WEAPON_SCATTERSHOT 21
#define WEAPON_POWERBEAM 22
#define WEAPON_MOUTHBLAST 23
#define WEAPON_FINISHINGBUSTER 24
#define WEAPON_SENSU 25
#define WEAPON_DRAGONBALL 26
#define WEAPON_BODYPART 27
#define WEAPON_SHIELDATTACK 28
#define WEAPON_REGENERATION 29
#define WEAPON_RENZOKU 30
#define WEAPON_KAMETORPEDO 32
#define WEAPON_TELEKINESIS 33
#define WEAPON_FLAMETHROWER 34
stock const _WeaponNames[][] =
{
"",
"weapon_melee",
"weapon_sword",
"weapon_kiblast",
"weapon_genericbeam",
"weapon_gallitgun",
"weapon_kamehameha",
"weapon_destructodisc",
"weapon_solarflare",
"weapon_eyelaser",
"weapon_friezadisc",
"weapon_specialbeamcannon",
"weapon_spiritbomb",
"weapon_bigbang",
"weapon_fingerlaser",
"weapon_finalflash",
"weapon_masenko",
"weapon_deathball",
"weapon_burningattack",
"weapon_scatterbeam",
"weapon_candy",
"weapon_scattershot",
"weapon_powerbeam",
"weapon_mouthblast",
"weapon_finishingbuster",
"weapon_sensu",
"weapon_dragonball",
"weapon_bodypart",
"weapon_shieldattack",
"weapon_regeneration",
"weapon_renzoku",
"",
"weapon_kametorpedo",
"weapon_telekinesis",
"weapon_flamethrower"
};
#define GiveWeapon(%0,%1) give_item(%0, _WeaponNames[%1]);
Code:
#include <engine>
#include <fakemeta>
new const AuraClassname[] = "aura";
public plugin_init()
register_event("ManipModel", "OnManipModel", "a", "1=10");
public OnManipModel() // This is called on turbo activation and swoop start
{
// read_data(2) - aura entity's ID
// entity_get_edict(read_data(2), EV_ENT_owner) - aura owner's ID
entity_set_string(read_data(2), EV_SZ_classname, AuraClassname);
}
#define GetTurbo(%0) get_pdata_int(%0, 196)
#define GetSwooping(%0) get_pdata_int(%0, 317)
#define GetAura(%0) find_ent_by_owner(-1, AuraClassname, %0) // Should first check if turbo or swooping
Code:
#include <engine>
#include <fakemeta>
public client_infochanged(id)
{
if (!is_user_connected(id))
return;
// If this forward is called, it's possible that player's model has changed
// Use this forward to make sure the player always keeps his custom model without it resetting.
//SetPlayerModel(id, "custom"); // Must be in "models/player/custom/custom.mdl" and precached!
}
stock SetPlayerModel(id, const model[])
{
new path[128];
formatex(path, sizeof path - 1, "models/player/%s/%s.mdl", model, model);
set_pdata_string(id, 1420, model, -1, 20);
entity_set_model(id, path);
}
Last edited: