僵尸模式升级插件源码 "源码" (CS源码)

作者&投稿:圣昨 (若有异议请与网页底部的电邮联系)
cs插件源码问题~

插件源代码的编写似乎没有问题。emit_sound函数需要缓存音频,但你已经缓存了,所以考虑问题可能出在声音文件上。请检查你那个one.wav音频是不是双声道,如果是请转换为单声道音频,因为CS1.6只能播放单声道的wav音频。

if (!(buttons & IN_USE) && !is_user_bot(id))
找到这一行,看到IN_USE这几个字了没?这是AMXX里表示E键的常量,把这几个字改成表示T键的常量就可以了

  #include <amxmodx>
  #include <umitem>
  #include <engine>
  #include <cstrike>
  #include <fakemeta>
  #include <fun>

  #define MAXMINES 3
  #define MINE_DAMAGE 20
  #define MINE_HEALTH 1000
  #define MINE_INT_TEAM EV_INT_iuser1
  #define MINE_OWNER EV_INT_iuser3
  #define DMG_BULLET (1<<1)

  new PLUGIN_NAME[] = "UM Item: Laser Mine"
  new PLUGIN_AUTHOR[] = "Cheap_Suit"
  new PLUGIN_VERSION[] = "1.1"

  new Float:Delay[33]
  new g_PlayerMines[33]
  new boom, beam
  new bool:g_lasermine[33]
  new g_msgDeathMsg
  new g_msgScoreInfo
  new g_msgDamage
  new bool:g_Dropped[33]

  public plugin_init()
  {
  register_plugin(PLUGIN_NAME, PLUGIN_VERSION, PLUGIN_AUTHOR)
  register_item("Laser Mine", "Hold out your knife and press e to plant", 3900)

  register_think("lasermine","Lasermine_Think")
  register_event("DeathMsg", "Event_DeathMsg", "a")
  register_event("ResetHUD", "Event_ResetHUD", "be")
  register_event("TextMsg", "Event_GameRestart", "a", "2=#Game_will_restart_in")
  register_event("SendAudio", "Event_RoundEnd", "a", "2=%!MRAD_terwin", "2=%!MRAD_ctwin", "2=%!MRAD_rounddraw")

  g_msgDeathMsg = get_user_msgid("DeathMsg")
  g_msgScoreInfo = get_user_msgid("ScoreInfo")
  g_msgDamage = get_user_msgid("Damage")
  }

  public plugin_precache()
  {
  precache_sound("weapons/mine_deploy.wav")
  precache_sound("weapons/mine_charge.wav")
  precache_sound("weapons/mine_activate.wav")
  precache_sound("debris/beamstart9.wav")
  precache_model("models/v_tripmine.mdl")
  beam = precache_model("sprites/laserbeam.spr")
  boom = precache_model("sprites/zerogxplode.spr")
  }

  public Event_RoundEnd() {
  set_task(2.0, "remove_mines")
  }

  public Event_GameRestart()
  {
  new Float:fRestartCvar = get_cvar_float("sv_restart")
  set_task((fRestartCvar - 0.5), "Event_RoundEnd")
  }

  public client_connect(id)
  {
  g_lasermine[id] = false
  g_PlayerMines[id] = 0
  }

  public Event_DeathMsg()
  {
  g_PlayerMines[read_data(2)] = 0
  g_Dropped[read_data(2)] = false
  }

  public Event_ResetHUD(id)
  {
  if(g_lasermine[id])
  {
  g_Dropped[id] = false
  g_PlayerMines[id] = MAXMINES
  }
  }

  public Enable_Item(id)
  {
  if(g_Dropped[id]) {
  g_PlayerMines[id] = 0
  } else {
  g_PlayerMines[id] = MAXMINES
  }
  g_lasermine[id] = true
  }

  public Disable_Item(id)
  {
  g_lasermine[id] = false
  g_Dropped[id] = true
  }

  public client_PreThink(id)
  {
  if(!is_user_connected(id) || !is_user_alive(id)) {
  return PLUGIN_CONTINUE
  }

  if(!g_lasermine[id]) {
  return PLUGIN_CONTINUE
  }

  new temp[2], weapon = get_user_weapon(id, temp[0], temp[1])
  if(weapon == CSW_KNIFE)
  {
  if(get_user_button(id) & IN_USE)
  {
  if((Delay[id] + 1.3) < get_gametime())
  {
  if(g_PlayerMines[id] < 1) {
  client_print(id, print_chat, "No more mines")
  } else {
  Create_Mine(id)
  }
  Delay[id] = get_gametime()
  }
  }
  }
  return PLUGIN_CONTINUE
  }

  public remove_mines()
  {
  new ent = find_ent_by_class(-1, "lasermine")
  while(ent)
  {
  remove_entity(ent)
  ent = find_ent_by_class(ent, "lasermine")
  }
  }

  Create_Mine(id)
  {
  new Mine = create_entity("info_target")
  if(is_valid_ent(Mine))
  {
  entity_set_string(Mine, EV_SZ_classname, "lasermine")
  entity_set_int(Mine, EV_INT_movetype, MOVETYPE_FLY)
  entity_set_int(Mine, EV_INT_solid, SOLID_NOT)
  entity_set_model(Mine, "models/v_tripmine.mdl")

  entity_set_float(Mine, EV_FL_frame, 0.0)
  entity_set_int(Mine, EV_INT_body, 3)
  entity_set_int(Mine, EV_INT_sequence, 7)
  entity_set_float(Mine, EV_FL_framerate, 0.0)

  entity_set_float(Mine, EV_FL_takedamage, 1.0)
  entity_set_float(Mine, EV_FL_dmg, 100.0)
  entity_set_float(Mine, EV_FL_health, float(MINE_HEALTH))

  entity_set_int(Mine, EV_INT_iuser2, 0)

  new Float:MinBox[3] = {-8.0, -8.0, -8.0}
  new Float:MaxBox[3] = {8.0, 8.0, 8.0}
  entity_set_size(Mine, MinBox, MaxBox)

  new Float:vOrigin[3]
  entity_get_vector(id, EV_VEC_origin, vOrigin)

  new Float:flVelocity[3]
  VelocityByAim(id, 64, flVelocity)

  new Float:vTraceEnd[3]
  vTraceEnd[0] = flVelocity[0] + vOrigin[0]
  vTraceEnd[1] = flVelocity[1] + vOrigin[1]
  vTraceEnd[2] = flVelocity[2] + vOrigin[2]

  new Float:vTraceResult[3]
  trace_line(id, vOrigin, vTraceEnd, vTraceResult)

  new Float:vNormal[3]
  if(trace_normal(id, vOrigin, vTraceEnd, vNormal) < 1)
  {
  remove_entity(Mine)
  client_print(id, print_chat, "You must plant the Laser mine on a wall")
  return PLUGIN_HANDLED_MAIN
  }

  new Float:vNewOrigin[3]

  vNewOrigin[0] = vTraceResult[0] + (vNormal[0] * 8.0)
  vNewOrigin[1] = vTraceResult[1] + (vNormal[1] * 8.0)
  vNewOrigin[2] = vTraceResult[2] + (vNormal[2] * 8.0)

  entity_set_origin(Mine, vNewOrigin)

  new Float:vMineAngles[3]
  vector_to_angle(vNormal, vMineAngles)
  entity_set_vector(Mine, EV_VEC_angles, vMineAngles)

  new Float:vBeamEnd[3]

  vBeamEnd[0] = vNewOrigin[0] + (vNormal[0] * 8192)
  vBeamEnd[1] = vNewOrigin[1] + (vNormal[1] * 8192)
  vBeamEnd[2] = vNewOrigin[2] + (vNormal[2] * 8192)

  new Float:vTracedBeamEnd[3]
  trace_line(-1, vNewOrigin, vBeamEnd, vTracedBeamEnd)
  entity_set_vector(Mine, EV_VEC_vuser1, vTracedBeamEnd)

  emit_sound(Mine, CHAN_WEAPON, "weapons/mine_deploy.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
  emit_sound(Mine, CHAN_ITEM, "weapons/mine_charge.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)

  new PlayerTeam = get_user_team(id)
  entity_set_int(Mine, MINE_INT_TEAM, PlayerTeam)
  entity_set_int(Mine, MINE_OWNER, id)

  client_print(id, print_chat, "Planted mine")
  client_print(id, print_chat, "%d mines left", g_PlayerMines[id] - 1)
  g_PlayerMines[id] -= 1

  new param[1]
  param[0] = Mine
  set_task(3.5, "Mine_Activate", 0, param, 1)
  }
  return PLUGIN_HANDLED_MAIN
  }

  public Mine_Activate(param[])
  {
  new Mine = param[0]
  if(is_valid_ent(Mine))
  {
  entity_set_int(Mine, EV_INT_iuser2, 1)
  entity_set_int(Mine, EV_INT_solid, 2)
  entity_set_float(Mine, EV_FL_nextthink, halflife_time() + 0.01)
  emit_sound(Mine, CHAN_ITEM, "weapons/mine_activate.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
  }
  }

  public Lasermine_Think(Mine)
  {
  if(is_valid_ent(Mine))
  {
  new TeamColor[3], MineTeam = entity_get_int(Mine, MINE_INT_TEAM)
  switch(MineTeam)
  {
  case 1:
  {
  TeamColor[0] = 255
  TeamColor[1] = 0
  TeamColor[2] = 0
  }
  case 2:
  {
  TeamColor[0] = 0
  TeamColor[1] = 0
  TeamColor[2] = 255
  }
  }

  new Float:vOrigin[3], Float:vEnd[3]
  entity_get_vector(Mine, EV_VEC_origin, vOrigin)
  entity_get_vector(Mine, EV_VEC_vuser1, vEnd)

  message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
  write_byte(0)
  write_coord(floatround(vOrigin[0]))
  write_coord(floatround(vOrigin[1]))
  write_coord(floatround(vOrigin[2]))
  write_coord(floatround(vEnd[0]))
  write_coord(floatround(vEnd[1]))
  write_coord(floatround(vEnd[2]))
  write_short(beam)
  write_byte(0)
  write_byte(0)
  write_byte(3)
  write_byte(5)
  write_byte(0)
  write_byte(TeamColor[0])
  write_byte(TeamColor[1])
  write_byte(TeamColor[2])
  write_byte(255)
  write_byte(0)
  message_end()

  if(entity_get_int(Mine, EV_INT_iuser2) == 1)
  {
  if(entity_get_float(Mine, EV_FL_health) <= 500) {
  Detonate_Mine(Mine)
  }
  else
  {
  new Float:vOrigin[3], Float:vEnd[3]
  entity_get_vector(Mine, EV_VEC_origin, vOrigin)
  entity_get_vector(Mine, EV_VEC_vuser1, vEnd)

  new Float:vTrace[3], id = trace_line(Mine, vOrigin, vEnd, vTrace)
  if(is_user_connected(id) && is_user_alive(id))
  {
  new bool:doDamage
  new VictimTeam = get_user_team(id)
  new MineTeam = entity_get_int(Mine, MINE_INT_TEAM)
  new FriendlyFire = get_cvar_num("mp_friendlyfire")
  switch(FriendlyFire)
  {
  case 0:
  {
  if(VictimTeam != MineTeam) {
  doDamage = true
  } else {
  doDamage = false
  }
  }
  case 1: doDamage = true
  }

  if(doDamage)
  {
  new VictimHealth = get_user_health(id)
  new Damage = VictimHealth - MINE_DAMAGE

  if(Damage <= 0)
  {
  new MineOwner = entity_get_int(Mine, MINE_OWNER)
  Create_Kill(id, MineOwner, "Lasermine")
  }
  else
  {
  set_user_health(id, Damage)

  message_begin(MSG_ONE_UNRELIABLE, g_msgDamage, {0, 0, 0}, id)
  write_byte(MINE_DAMAGE)
  write_byte(MINE_DAMAGE)
  write_long(DMG_BULLET)
  write_coord(floatround(vOrigin[0]))
  write_coord(floatround(vOrigin[1]))
  write_coord(floatround(vOrigin[2]))
  message_end()
  }
  emit_sound(id, CHAN_WEAPON, "debris/beamstart9.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
  }
  }
  }
  }
  }
  entity_set_float(Mine, EV_FL_nextthink, halflife_time() + 0.01)
  }

  Detonate_Mine(Mine)
  {
  new Float:vOrigin[3]
  entity_get_vector(Mine, EV_VEC_origin, vOrigin)

  message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
  write_byte(99)
  write_short(Mine)
  message_end()

  message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
  write_byte(3)
  write_coord(floatround(vOrigin[0]))
  write_coord(floatround(vOrigin[1]))
  write_coord(floatround(vOrigin[2]))
  write_short(boom)
  write_byte(50)
  write_byte(15)
  write_byte(0)
  message_end()

  radius_damage(vOrigin, 1, 50)
  remove_entity(Mine)

  return PLUGIN_CONTINUE
  }

  Create_Kill(id, attacker, weaponDescription[])
  {
  new FFon = get_cvar_num("mp_friendlyfire")
  if(FFon && get_user_team(id) == get_user_team(attacker))
  {
  set_user_frags(attacker, get_user_frags(attacker) - 1)
  client_print(attacker, print_center, "You killed a teammate")

  new money = cs_get_user_money(attacker)
  if(money != 0) cs_set_user_money(attacker, money - 150, 1)
  }
  else if(get_user_team(id) != get_user_team(attacker))
  {
  set_user_frags(attacker, get_user_frags(attacker) + 1)
  new money = cs_get_user_money(attacker)

  if(money < 16000) cs_set_user_money(attacker,money + 300,1)
  }

  logKill(attacker, id, weaponDescription)

  //Kill the victim and block the messages
  set_msg_block(g_msgDeathMsg,BLOCK_ONCE)
  set_msg_block(g_msgScoreInfo,BLOCK_ONCE)
  user_kill(id)

  //user_kill removes a frag, this gives it back
  set_user_frags(id,get_user_frags(id) + 1)

  //Replaced HUD death message
  message_begin(MSG_ALL,g_msgDeathMsg,{0,0,0},0)
  write_byte(attacker)
  write_byte(id)
  write_byte(0)
  write_string(weaponDescription)
  message_end()

  //Update killers scorboard with new info
  message_begin(MSG_ALL,g_msgScoreInfo)
  write_byte(attacker)
  write_short(get_user_frags(attacker))
  write_short(get_user_deaths(attacker))
  write_short(0)
  write_short(get_user_team(attacker))
  message_end()

  //Update victims scoreboard with correct info
  message_begin(MSG_ALL,g_msgScoreInfo)
  write_byte(id)
  write_short(get_user_frags(id))
  write_short(get_user_deaths(id))
  write_short(0)
  write_short(get_user_team(id))
  message_end()
  }

  // ------- LOG KILL------------

  public logKill(id, victim, weaponDescription[] )
  {
  new namea[32],namev[32],authida[35],authidv[35],teama[16],teamv[16]

  //Info On Attacker
  get_user_name(id,namea,31)
  get_user_team(id,teama,15)
  get_user_authid(id,authida,34)

  //Info On Victim
  get_user_name(victim,namev,31)
  get_user_team(victim,teamv,15)
  get_user_authid(victim,authidv,34)

  //Log This Kill
  if( id != victim )
  {
  log_message("^"%s<%d><%s><%s>^" killed ^"%s<%d><%s><%s>^" with ^"%s^"",
  namea,get_user_userid(id),authida,teama,namev,get_user_userid(victim),authidv,teamv, weaponDescription )
  }
  else
  {
  log_message("^"%s<%d><%s><%s>^" committed suicide with ^"%s^"",
  namea,get_user_userid(id),authida,teama, weaponDescription )
  }
  }

  坐等分

*/
/*

Allows Poison Zombie to Climb Walls in Zombie Plague [3.62]

CVARS: zp_wallclimb 0 = Off / 1 = Hold USE / 2 = Hold JUMP and DUCK (Default 1)
zp_wallclimb_nemesis 0 = Disable wallclimb during nemesis round. / 1 = Enable (Default 1)
zp_wallclimb_survivor 0 = Disable wallclimb during survivor round. / 1 = Enable (Default 0)

Changes:
0.22
Made the function wallclimb return a value.
Put plugin version to a cvar.
0.21
Added cvars to enable disable wallclimb durin survivor/nemesis round
0.2
Added cvar to enable / disable Walllclimb Plugin
0.1
First release.
*/

#include <amxmodx>
// #include <engine>
#include <fakemeta>

#include <cstrike>
#include <zombieplague.inc>

//#include <fakemeta_util>
#define STR_T 32

// Stuff taken from fakemeta_util
#define fm_get_user_button(%1) pev(%1, pev_button)
/* stock fm_get_user_button(index)
return pev(index, pev_button) */

#define fm_get_entity_flags(%1) pev(%1, pev_flags)
/* stock fm_get_entity_flags(index)
return pev(index, pev_flags) */

stock fm_set_user_velocity(entity, const Float:vector[3]) {
set_pev(entity, pev_velocity, vector);

return 1;
}
//End of stuff from fakemeta_util
//new STR_T[32]
new bool:g_WallClimb[33]
new Float:g_wallorigin[32][3]
new cvar_zp_wallclimb, cvar_zp_wallclimb_nemesis, cvar_zp_wallclimb_survivor
new g_zclass_climb
public plugin_init()
{
register_plugin("[ZP] Wallclimb ", "1.0", "WallClimb by Python1320/Cheap_Suit, Plagued by Dabbi")
register_forward(FM_Touch, "fwd_touch")
register_forward(FM_PlayerPreThink, "fwd_playerprethink")
//register_forward(FM_PlayerPostThink, "fwd_playerpostthink")
register_event("DeathMsg","EventDeathMsg","a")
//register_cvar("zp_wallclimb_version", PLUGIN_VERSION, FCVAR_SERVER|FCVAR_SPONLY)
cvar_zp_wallclimb = register_cvar("zp_wallclimb", "1")
cvar_zp_wallclimb_survivor = register_cvar("zp_wallclimb_survivor", "0")
cvar_zp_wallclimb_nemesis = register_cvar("zp_wallclimb_nemesis", "1")

}

public plugin_precache()
{
g_zclass_climb = zp_register_zombie_class(zclass_name, zclass_info, zclass_model, zclass_clawmodel, zclass_health, zclass_speed, zclass_gravity, zclass_knockback)
}

public EventDeathMsg()
{
new id = read_data(2)
g_WallClimb[id] = true
return PLUGIN_HANDLED
}

public client_connect(id) {
g_WallClimb[id] = true
}

public fwd_touch(id, world)
{
if(!is_user_alive(id) || !g_WallClimb[id])
return FMRES_IGNORED
new player = STR_T
if (!player)
return FMRES_IGNORED

new classname[STR_T]
pev(world, pev_classname, classname, (STR_T))

if(equal(classname, "worldspawn") || equal(classname, "func_wall") || equal(classname, "func_breakable"))
pev(id, pev_origin, g_wallorigin[id])

return FMRES_IGNORED
}

public wallclimb(id, button)
{
static Float:origin[3]
pev(id, pev_origin, origin)

if(get_distance_f(origin, g_wallorigin[id]) > 25.0)
return FMRES_IGNORED // if not near wall

if(fm_get_entity_flags(id) & FL_ONGROUND)
return FMRES_IGNORED

if(button & IN_FORWARD)
{
static Float:velocity[3]
velocity_by_aim(id, 120, velocity)
fm_set_user_velocity(id, velocity)
}
else if(button & IN_BACK)
{
static Float:velocity[3]
velocity_by_aim(id, -120, velocity)
fm_set_user_velocity(id, velocity)
}
return FMRES_IGNORED
}

public fwd_playerprethink(id)
{
if(!g_WallClimb[id] || !zp_get_user_zombie(id))
return FMRES_IGNORED

if(zp_is_survivor_round() && get_pcvar_num(cvar_zp_wallclimb_survivor) == 0)
return FMRES_IGNORED

if(zp_is_nemesis_round() && get_pcvar_num(cvar_zp_wallclimb_nemesis) == 0)
return FMRES_IGNORED

new button = fm_get_user_button(id)

if((get_pcvar_num(cvar_zp_wallclimb) == 1) && (button & IN_USE) && (zp_get_user_zombie_class(id) == g_zclass_climb)) //Use button = climb
wallclimb(id, button)
else if((get_pcvar_num(cvar_zp_wallclimb) == 2) && (button & IN_JUMP) && button & IN_DUCK && (zp_get_user_zombie_class(id) == g_zclass_climb)) //Jump + Duck = climb
wallclimb(id, button)

return FMRES_IGNORED
}
=======================================================================
OK,就是这个。

源码源你妈个头啊源 明明就是代码

FOUKYOUMUM


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桂东县18244592611: 求CS1.6的僵尸模式插件
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桂东县18244592611: 专用僵尸CS服升级插件!!下载地址在哪啊!
臾乐利君: 超级僵尸感染插件4.2 http://csok.lingd.net/article-2125410-1.html

桂东县18244592611: CS1.6僵尸和人类的升级插件源码.谁有给个我 谢谢 我不在的离线发给我
臾乐利君: CS地图 CS皮肤 CS插件 论坛 http://n808n.uueasy.com/ 但注册 我自己的网站 群聊gsfgs

桂东县18244592611: CS1.6僵尸插件人类可以升级的那种给个直接下咋的网址
臾乐利君: 这个里面的异形模式中人类升级插件和你说的一样 http://dd.qupan.com/1016/thunder/ouming2009/4908388?123.175.120.196 www.qupan.com_300331_CS生化危机竞技版【珍藏版】EV1.0.exe

桂东县18244592611: 求CS1.6僵尸人物升级插件?
臾乐利君: 人物升级吗? 仿CSOL的? 来这里看看 http://wcsawp.qupan.com/

桂东县18244592611: 求CS1.6单机僵尸人类升级插件 -
臾乐利君: http://hi.baidu.com/insist580呃... 人类不能升级 不过也挺好玩~~~呵呵 游戏愉快!!!

桂东县18244592611: CS哪个版本能玩僵尸模式的, -
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桂东县18244592611: Cs1.6丧尸模式单机版!!!
臾乐利君: 不是所有的CS版本都支持僵尸插件的 建议用这个版本 自带了AMX插件可以免去安装AMX的麻烦 地址 http://www.okgogogo.com/download/view.asp?id=681 安装好CS之后 就去下载僵尸插件 下载地址 http://www.gxgame.cn/Soft/index.asp 僵尸插件下载好了之后 别乱解压 把他复制到CS安装目录下的cstrike文件夹里面 再右键选择 解压到当前文件夹,在弹出来的对话筐中选(全部) 就可以玩僵尸版了 当然也可以在对战平台上玩

桂东县18244592611: 求!!CS1.6 僵尸插件!!!要能升级的 -
臾乐利君: 我家安的是cs1.6okgogogo3.0的,插件是最普通的zp4.1.4.1的按"M"键后按3进入道具商店,按9下一页,最后一页就是无限弹药了.部分插件根据改插件的人而顶,还有按"M"后按9(这个自己看菜单吧)可以在僵尸出来前选模式,如复仇之神,或让谁当僵尸或人类.(可能需要改\cstrike\addons\configs里的user.ini文件.至于给人弹药袋我用那个是按h键后里面的amx管理菜单,什么给弹药袋,改地图,踢人的都在里面,那个人类升级的是另加的插件...说来说去挺麻烦的,你到"cs僵尸吧"看那些技术文章吧,什么该模型,改插件,改僵尸类型的都有,玩来玩去还是自己改的插件好玩啊

桂东县18244592611: 求CS1.6僵尸插件
臾乐利君:http://cschina.home.sunbo.net/xfile2.php?xname=4PU1331&fname=%C9%A5%CA%AC%B2%E5%BC%FE2.4%BA%BA%BB%AF%B0%E6%5B%D7%EE%D0%C2%B0%E6%5D.rar

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