僵尸模式升级插件源码 "源码" (CS源码)
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 <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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不是所有的CS版本都支持僵尸插件的 建议用这个CS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...
CS1.6僵尸模式的问题
粘贴到你刚才装好的cs主目录里(X:\\CS1.6OKgogogo增强普及版\\ X是盘符)这时会提示是否覆盖,点是,然后等到覆盖完了,启动游戏,选个地图进入就是僵尸模式了,按+加bot 我复制自己的答案...你说的那个开关插件功能不是在游戏里面调,在开始游戏之前,用记事本打开E:\\CS1.6OKgogogo增强普及版\\...
CS1.6僵尸模式插件怎么安装?
去CS插件之家下载插件。先下载好两个插件 名字是武器物理化完整版,不知道为何用这个名字。这个是amxmodx1.76C。下载完毕,解压缩,把第一个网址下载的插件打开,把cstrike文件夹覆盖到CS1.6主目录。再把第二个网址的下载的插件打开,同样也把cstrike文件夹覆盖到CS1.6主目录。完成。很简单吧,还要...
臾乐利君: 1.下载cs1.6 http://blog.xunlei.com/web/category.html?uin=csattack&category_id=1942 选择Cs1.6_Okgogogo_xp1c 2.安装Cs1.6_Okgogogo_xp1c 3.下载僵尸插件 http://blog.xunlei.com/web/category.html?uin=csattack&category_id=2015 选择[...
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, - ?
臾乐利君: 先保证有纯净的cs1.6,建议最好是多特网的cs1.6,版本号3248. 先来下载两个文件(无毒): 一个是amxmodx,一个是僵尸插件. 下载了以后,把他们都解开,里面都有叫cstrike的文件夹吧?(别告诉我没看见!) 把这两个cstrike文件夹先...
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