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bte_wpn2.inc
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bte_wpn2.inc
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#define PLUGIN_NAME "BTE Weapon Base"
#define PLUGIN_VERSION "1.0"
#define PLUGIN_AUTHOR "BTE TEAM"
#define BTE_WPN_FILE "weapons.lst"
#define BTE_MYWPN_FILE "weapons_precache.lst"
#define PRECACHE_MAX 50
#define BTE_LOG_FILE "bte_wpn_log.log"
#define BTE_CONFIG_FILE "bte_wpn_config.ini"
#define MODEL_URL "models"
#define SPR_URL "sprites"
#define SOUND_URL "weapons"
#define IS_ZBMODE (g_modruning == BTE_MOD_ZB1)
new Ham:Ham_Player_ResetMaxSpeed = Ham_Item_PreFrame
native bte_zb3_is_boomer_skilling(id)
native BTE_SetThink(iEnt, const function[]);
native BTE_SetTouch(iEnt, const function[]);
native Float:GetKickBack(szName[], a, b)
native Float:GetWeaponData(szName[], iType)
/* idwpn default */
// CSW_KNIFE 1
// CSW_GLOCK18 2
// CSW_USP 3
#define PRINT(%1) client_print(1,print_chat,%1)
#define SPRINT(%1) server_print(%1)
#define write_coord_f(%0) ( engfunc( EngFunc_WriteCoord, %0 ) )
#define MAX_WPN 512
#define MAX_WPN_RIFLES 256
#define MAX_WPN_PISTOLS 128
#define MAX_WPN_KNIFES 64
#define MAX_WPN_HES 64
#define CSW_END CSW_P90+1
#define MAX_MYWPN_RIFLES 100
#define MAX_MYWPN_PISTOLS 50
#define MAX_MYWPN_KNIFES 20
#define MAX_MYWPN_HES 20
#define WPN_SLOT 4
#define CHANNEL_SVDEX 1
#define MAX_BLOCK 256
// Save Weapon Data
#define DEF_ISWEAPONBOX 11
#define DEF_SPAWN 12
#define DEF_ID 13
#define DEF_CLIP 14
#define DEF_AMMO 15
#define DEF_OWNER 16
#define DEF_ISDOUBLE 17
#define DEF_ISDROPPED 18
// Save Entity Data
#define DEF_ENTCLASS 19
#define DEF_ENTID 20
#define DEF_ENTSTAT 21
#define Set_Ent_Data(%1,%2,%3) set_pdata_int(%1,%2,%3,4)
#define Get_Ent_Data(%1,%2) get_pdata_int(%1,%2,4)
#define Set_Wpn_Data(%1,%2,%3) set_pdata_int(%1,%2,%3,4)
#define Get_Wpn_Data(%1,%2) get_pdata_int(%1,%2,4)
#define MAXMENUPOS 26
new g_Aliases[MAXMENUPOS][] = {"usp","glock","deagle","p228","elites","fn57","m3","xm1014","mp5","tmp","p90","mac10","ump45","ak47","galil","famas","sg552","m4a1","aug","scout","awp","g3sg1","sg550","m249","hegren","shield"}
new g_Aliases2[MAXMENUPOS][] = {"km45","9x19mm","nighthawk","228compact","elites","fiveseven","12gauge","autoshotgun","smg","mp","c90","mac10","ump45","cv47","defender","clarion","krieg552","m4a1","bullpup","scout","magnum","d3au1","krieg550","m249","hegren","hegren"}
new Float:g_vecZero[3]={0.0,0.0,0.0}
new const RELOAD_ANIM[CSW_P90+1] = {
-1, 5, -1, 3, -1, 6, -1, 1, 1, -1, 14,
4, 1, 3, 1, 1, 13, 7, 4, 1, 3,
6, 11, 1, 3, -1, 4, 1, 1, -1, 1
}
new const Float:WEAPON_DELAY[CSW_P90+1] = {
0.00, 2.70, 0.00, 2.00, 0.00, 0.55, 0.00, 3.15, 3.30, 0.00, 4.50,
2.70, 3.50, 3.35, 2.45, 3.30, 2.70, 2.20, 2.50, 2.63, 4.70,
0.55, 3.05, 2.12, 3.50, 0.00, 2.20, 3.00, 2.45, 0.00, 3.40
}
new const CSWPN_POSITION[] = { 0,3,0,9,1,12,3,13,14,3,5,6,15,16,17,18,4,2,2,7,4,5,6,11,3,2,1,10,1,1,8,0}
new const WEAPON_NAME[][] = { "", "weapon_p228", "", "weapon_scout", "weapon_hegrenade", "weapon_xm1014", "weapon_c4", "weapon_mac10",
"weapon_aug", "weapon_smokegrenade", "weapon_elite", "weapon_fiveseven", "weapon_ump45", "weapon_sg550",
"weapon_galil", "weapon_famas", "weapon_usp", "weapon_glock18", "weapon_awp", "weapon_mp5navy", "weapon_m249",
"weapon_m3", "weapon_m4a1", "weapon_tmp", "weapon_g3sg1", "weapon_flashbang", "weapon_deagle", "weapon_sg552",
"weapon_ak47", "weapon_knife", "weapon_p90"
}
new const WEAPON_TOTALANIM[]={0,7,0,5,0,7,0,6,6,0,16,6,6,5,6,6,16,13,6,6,5,7,14,6,5,0,6,6,6,0,6,0}
//new const WEAPON_EVENT[]={0,18,0,4,0,11,0,13,8,0,24,15,14,9,27,28,12,20,1,21,5,10,6,22,2,0,17,0,3,19,16}
new const WEAPON_AMMOID[] = { -1, 9, -1, 2, 12, 5, 14, 6, 4, 13, 10, 7, 6, 4, 4, 4, 6, 10,
1, 10, 3, 5, 4, 10, 2, 11, 8, 4, 2, -1, 7
}
new const WEAPON_AMMOTYPE[][] = { "", "357sig", "", "762nato", "", "buckshot", "", "45acp", "556nato", "", "9mm", "57mm", "45acp",
"556nato", "556nato", "556nato", "45acp", "9mm", "338magnum", "9mm", "556natobox", "buckshot",
"556nato", "9mm", "762nato", "", "50ae", "556nato", "762nato", "", "57mm"
}
enum _:(+=2) {
ammo_buckshot = 11,
ammo_9mm,
ammo_556nato,
ammo_556natobox,
ammo_762nato,
ammo_45acp,
ammo_50ae,
ammo_338Magnum,
ammo_57mm,
ammo_357sig
}
enum _: {
BULLET_NONE = 0,
BULLET_PLAYER_9MM,
BULLET_PLAYER_MP5,
BULLET_PLAYER_357,
BULLET_PLAYER_BUCKSHOT,
BULLET_PLAYER_CROWBAR,
BULLET_MONSTER_9MM,
BULLET_MONSTER_MP5,
BULLET_MONSTER_12MM,
BULLET_PLAYER_45ACP,
BULLET_PLAYER_338MAG,
BULLET_PLAYER_762MM,
BULLET_PLAYER_556MM,
BULLET_PLAYER_50AE,
BULLET_PLAYER_57MM,
BULLET_PLAYER_357SIG
}
// cs wepaon type bit sum
const CSWPN_NOCLIP = ((1<<2)|(1<<CSW_HEGRENADE)|(1<<CSW_SMOKEGRENADE)|(1<<CSW_FLASHBANG)|(1<<CSW_KNIFE)|(1<<CSW_C4))
const CSWPN_NOTREMOVE = (1<<CSW_SMOKEGRENADE)|(1<<CSW_FLASHBANG)|(1<<CSW_C4)
const CSWPN_SHOTGUNS = ((1<<CSW_M3)|(1<<CSW_XM1014))
const CSWPN_SILENT = ((1<<CSW_USP)|(1<<CSW_M4A1))
const CSWPN_SNIPER = ((1<<CSW_SCOUT)|(1<<CSW_SG550)|(1<<CSW_AWP)|(1<<CSW_G3SG1))
const CSWPN_FIRSTZOOM = ((1<<CSW_AUG)|(1<<CSW_SG552))
const CSWPN_BURST = ((1<<CSW_FAMAS)|(1<<CSW_GLOCK18))
const NOSHOOT2_BS = ((1<<CSW_KNIFE)|(1<<CSW_GLOCK18)|(1<<CSW_ELITE))
const CSWPN_SEC = (1<<CSW_P228)|(1<<CSW_ELITE)|(1<<CSW_FIVESEVEN)|(1<<CSW_USP)|(1<<CSW_GLOCK18)|(1<<CSW_DEAGLE)
const PRIMARY_WEAPONS_BIT_SUM = (1<<CSW_SCOUT)|(1<<CSW_XM1014)|(1<<CSW_MAC10)|(1<<CSW_AUG)|(1<<CSW_UMP45)|(1<<CSW_SG550)|(1<<CSW_GALIL)|(1<<CSW_FAMAS)|(1<<CSW_AWP)|(1<<CSW_MP5NAVY)|(1<<CSW_M249)|(1<<CSW_M3)|(1<<CSW_M4A1)|(1<<CSW_TMP)|(1<<CSW_G3SG1)|(1<<CSW_SG552)|(1<<CSW_AK47)|(1<<CSW_P90)
const SECONDARY_WEAPONS_BIT_SUM = (1<<CSW_P228)|(1<<CSW_ELITE)|(1<<CSW_FIVESEVEN)|(1<<CSW_USP)|(1<<CSW_GLOCK18)|(1<<CSW_DEAGLE)
//Weapon/Player Offset
const m_rgpWeaponBoxPlayerItems = 34
const m_fKnown = 44
const m_iPrimaryAmmoType = 49
const m_rgpPlayerItems = 367
const m_iTeam = 114
const m_flEjectBrass = 111
const m_iDefaultAmmo = 56
const m_flFamasShoot = 71
const m_iFamasShotsFired = 72
const m_fHasBeenKilledLastRound = 113
stock m_fFireOnEmpty = 45 // int
stock m_iDirection = 60
stock m_IdealActivity = 74
stock m_LastHitGroup = 75
// CBaseEntity
stock m_iSwing = 32 // int
// CBaseMonster
stock m_flNextAttack = 83 // float
// CBasePlayer
stock random_seed = 96 // int
stock m_flVelocityModifier = 108 // float
stock m_iLastZoom = 109 // int
stock m_bResumeZoom = 440 // bool
stock m_iWeaponVolume = 239 // int
stock m_iWeaponFlash = 241 // int
stock m_iFOV = 363 // int
stock m_pActiveItem = 373 // CBasePlayerItem *
stock m_szAnimExtention = 492 // char [32]
stock m_bShieldDrawn = 2002 // bool
// CBasePlayerItem
stock m_pPlayer = 41 // CBasePlayer *
stock m_pNext = 42 // CBasePlayerItem *
stock m_iId = 43 // int
// CBasePlayerWeapon
stock m_flNextPrimaryAttack = 46 // float
stock m_flNextSecondaryAttack = 47 // float
stock m_flTimeWeaponIdle = 48 // float
stock m_iClip = 51 // int
stock m_fInReload = 54 // int
stock m_fInSpecialReload = 55 // int
stock m_fMaxSpeed = 58 // float
stock m_bDelayFire = 236 // bool
stock m_flAccuracy = 62 // float
stock m_flLastFire = 63 // float
stock m_iShotsFired = 64 // int
stock m_iWeaponState = 74 // int
stock m_flNextReload = 75 // float
stock m_flDecreaseShotsFired = 76 // float
#define LOUD_GUN_VOLUME 1000
#define NORMAL_GUN_VOLUME 600
#define QUIET_GUN_VOLUME 200
#define BRIGHT_GUN_FLASH 512
#define NORMAL_GUN_FLASH 256
#define DIM_GUN_FLASH 128
#define BIG_EXPLOSION_VOLUME 2048
#define NORMAL_EXPLOSION_VOLUME 1024
#define SMALL_EXPLOSION_VOLUME 512
#define WEAPON_ACTIVITY_VOLUME 64
#define WPNSTATE_USP_SILENCED (1<<0)
#define WPNSTATE_GLOCK18_BURST_MODE (1<<1)
#define WPNSTATE_M4A1_SILENCED (1<<2)
#define WPNSTATE_ELITE_LEFT (1<<3)
#define WPNSTATE_FAMAS_BURST_MODE (1<<4)
#define WPNSTATE_SHIELD_DRAWN (1<<5)
#define WPNSTATE_M134_IDLE 0
#define WPNSTATE_M134_SPIN_UP (1<<6)
#define WPNSTATE_M134_SPINNING (1<<7)
#define WPNSTATE_M134_SPIN_DOWN (1<<8)
#define WPNSTATE_M16A1_SEMIAUTO (1<<0)
#define WPNSTATE_SKULL1_AUTO (1<<0)
#define WPNSTATE_SFMG_MODEB (1<<0)
#define WPNSTATE_SKULL11_SLUG (1<<0)
#define WPNSTATE_SVDEX_GRENADE (1<<0)
#define WPNSTATE_M1GARAND_AIMING (1<<0)
#define WPNSTATE_RPG_AIMING (1<<0)
#define WPNSTATE_RAILCANNON_CHARGE (1<<0)
#define WPNSTATE_HAMMER_STAB (1<<0)
const m_rgAmmo_player_Slot0 = 376
const m_Activity = 73
//const m_rgAmmo = 376
stock m_rgAmmo[] = { 376, 377, 378, 379, 380, 381, 382, 383, 384, 385, 386, 387, 388, 389, 390, 391, 392, 393, 394, 395, 396, 397, 398, 399, 400, 401, 402, 403, 404, 405, 406, 407 } // int
const EXTRAOFFSET = 4
const OFFSET_LINUX = 5
const OFFSET_LINUX_WEAPONS = 4
const OFFSET_WEAPONCLIP = 52
const OFFSET_AWM_AMMO = 377
const OFFSET_SCOUT_AMMO = 378
const OFFSET_PARA_AMMO = 379
const OFFSET_FAMAS_AMMO = 380
const OFFSET_M3_AMMO = 381
const OFFSET_USP_AMMO = 382
const OFFSET_FIVESEVEN_AMMO = 383
const OFFSET_DEAGLE_AMMO = 384
const OFFSET_P228_AMMO = 385
const OFFSET_GLOCK_AMMO = 386
const OFFSET_FLASH_AMMO = 387
const OFFSET_HE_AMMO = 388
const OFFSET_SMOKE_AMMO = 389
const OFFSET_C4_AMMO = 390
const OFFSET_CLIPAMMO = 51
const OFFSET_ZOOMTYPE = 363
enum
{
STATUS_MODE1 = 0,
STATUS_CHANGE1,
STATUS_CHANGE2,
STATUS_MODE2
}
enum _:BUFF_STAT(+=1)
{
BUFF_START = 0,
BUFF_FLAME,
BUFF_HOLY,
BUFF_FIRE,
BUFF_END
}
enum _:WEAPON_SPECIAL
{
SPECIAL_M134EX=1, /////
SPECIAL_HAMMER, /////
SPECIAL_INFINITY, /////
SPECIAL_MUSKET, /////
SPECIAL_CROSSBOW, ///// -- 5
SPECIAL_SKULL1, /////
SPECIAL_HOLYBOMB, /////
SPECIAL_AT4CS, /////
SPECIAL_SKULLAXE, /////
SPECIAL_DRAGONTAIL, ///// --- 10
SPECIAL_CATAPULT, /////
SPECIAL_CANNON, /////
SPECIAL_KATANA, /////
SPECIAL_STRONGKNIFE,/////
SPECIAL_TRACER, ///// --- 15
SPECIAL_M79, /////
SPECIAL_FIRECRAKER, /////
SPECIAL_VIOLIN, /////
SPECIAL_FIREBOMB, /////
SPECIAL_POISON, ///// --- 20
SPECIAL_BALROG7, /////
SPECIAL_SKULL3, /////
SPECIAL_SFMG, //////
SPECIAL_BAZOOKA, //////
SPECIAL_ZG , ///// --- 25
SPECIAL_HERO,
SPECIAL_SFSNIPER,
SPECIAL_OICW,
SPECIAL_M249EP,
SPECIAL_BALROG9, ///// --- 30
SPECIAL_BALROG5,
SPECIAL_BALROG1,
SPECIAL_CHAINSAW,
SPECIAL_QBARREL,
SPECIAL_BALROG3, ////--- 35
SPECIAL_M16A1,
SPECIAL_COILGUN,
SPECIAL_FIXSHOOT,
SPECIAL_SPAS12EX,
SPECIAL_SPAS12EX2, ///// --- 40
SPECIAL_BALROG11,
SPECIAL_M200,
SPECIAL_PLASMA,
SPECIAL_WATERCANNON,
SPECIAL_SFSWORD,//// ----- 45
SPECIAL_SKULL8,
SPECIAL_TKNIFE,
SPECIAL_JANUSMK5,
SPECIAL_BOW,
SPECIAL_JANUS7, ///// ---- 50
SPECIAL_DGUN,
SPECIAL_DRAGONSWORD,
SPECIAL_JKNIFE,
SPECIAL_M2,
SPECIAL_JANUS1, ///// ----- 55
SPECIAL_KATANAD,
SPECIAL_SPEARGUN,
SPECIAL_PETROLBOOMER,
SPECIAL_SFPISTOL,
SPECIAL_SKULL11, ///// ----- 60
SPECIAL_MAUSERC96,
SPECIAL_RAILCANNON,
SPECIAL_GILBOAEX,
SPECIAL_M1GARAND,
SPECIAL_RPG, ///// ----- 65
SPECIAL_FFF,
SPECIAL_DESTROYER,
SPECIAL_SPSMG,
SPECIAL_AIRBURSTER,
SPECIAL_SGDRILL, ///// ----- 70
SPECIAL_BLOCKAR,
SPECIAL_STORMGIANT,
SPECIAL_BUFFM4A1,
SPECIAL_BUFFAK47,
SPECIAL_GAUSS, ///// ----- 75
SPECIAL_BUFFSG552,
SPECIAL_CANNONEX,
SPECIAL_BUFFAWP,
SPECIAL_BLOODHUNTER,
SPECIAL_GUILLOTINE, //// ----- 80
SPECIAL_RUNEBLADE,
SPECIAL_THANATOS5,
SPECIAL_THANATOS7,
SPECIAL_THANATOS1,
SPECIAL_THANATOS9, //// ---- 85
SPECIAL_JANUS9,
SPECIAL_BLOCKSMG,
SPECIAL_CROW9,
SPECIAL_CROW7,
SPECIAL_CROW1, //// ---- 90
SPECIAL_STERLINGBAYONET,
SPECIAL_AUGEX,
SPECIAL_DESPERADO,
SPECIAL_DUALSWORD,
SPECIAL_JANUS11, //// ---- 95
SPECIAL_GUNKATA,
SPECIAL_STARCHASERSR,
SPECIAL_SGMISSILE
}
enum _:ENTITY_CLASS (+=100)
{
ENTCLASS_NADE=2000,
ENTCLASS_NADE_BOUNCE,
ENTCLASS_BOLT,
ENTCLASS_PLASMA,
ENTCLASS_SMOKE,
ENTCLASS_TKNIFE,
ENTCLASS_KILLME,
ENTCLASS_BOW,
ENTCLASS_DGUN,
ENTCLASS_SPEARGUN,
ENTCLASS_PETROL,
ENTCLASS_DESTROYER,
ENTCLASS_BLOCKMISSILE,
ENTCLASS_BOW,
ENTCLASS_FADEIN,
ENTCLASS_FIRE //灭却星光 SME
}
enum _:WPN_SLOT_TYPE
{
WPN_RIFLE = 1,
WPN_PISTOL,
WPN_KNIFE,
WPN_HE
}
enum _:WPN_TYPE
{
WEAPONS_NORMAL = 1, //
WEAPONS_DOUBLE, //
WEAPONS_LAUNCHER, //
WEAPONS_SHOTGUN, //
WEAPONS_M134, //
WEAPONS_SPSHOOT, //
WEAPONS_FLAMETHROWER, //
WEAPONS_BAZOOKA, //
WEAPONS_M32, // 9
WEAPONS_SVDEX,
WEAPONS_CHAINSAW,
WEAPONS_FG, //12
WEAPONS_CUSTOM,
WEAPONS_SPAS12,
WEAPONS_PLASMA, //15
WEAPONS_SINGLE,
WEAPONS_SHOTGUN_RELOAD,
WEAPONS_BLOCK_RIGHT,
WEAPONS_PISTOL
}
// fake damage
enum _:FAKEDAMAGETYPE
{
FAKE_TYPE_HULL = (1<<1),
FAKE_TYPE_GENER = (1<<2),
FAKE_TYPE_GENER_HEAD = (1<<3), //for flamethrower
FAKE_TYPE_TRACEBLEED = (1<<4),
FAKE_TYPE_CHECKDIRECT = (1<<5),
FAKE_TYPE_CHECKPHIT = (1<<6),
FAKE_TYPE_HITHEAD = (1<<7)
}
enum _:FAKEDAMAGERESULT
{
FAKE_RESULT_HIT_PLAYER,
FAKE_RESULT_HIT_WALL,
FAKE_RESULT_HIT_NONE
}
enum _:FAKEBUTTON
{
FAKE_SLASH = 1,
FAKE_STAB
}
// Weapon anim
enum _:SHOTGUN_ANIM
{
SHOTGUN_idle,
SHOTGUN_shoot1,
SHOTGUN_shoot2,
SHOTGUN_insert,
SHOTGUN_after_reload,
SHOTGUN_start_reload,
SHOTGUN_draw
}
enum _:INFINITY_ANIM
{
INFINITY_idle,
INFINITY_idle_leftempty,
shoot_left_1,
shoot_left_2,
shoot_left_3,
shoot_left_4,
shoot_left_5,
shoot_leftlast,
shoot_right_1,
shoot_right_2,
shoot_right_3,
shoot_right_4,
shoot_right_5,
shoot_rightlast,
INFINITY_reload,
INFINITY_draw,
SP_shoot_left_1, //16
SP_shoot_left_2,
SP_shoot_right_1,
SP_shoot_right_2
}
// Launcher
enum _:Launcher_Anim
{
LAUNCHER_Anim_Draw,
LAUNCER_Anim_Shoot,
LAUNCER_Anim_ShootLast
}
// M134 Stat
enum _:MUSKET_STAT
{
MUSKET_IDLE,
MUSKET_PREFIRE
}
enum _:KNIFE_DELAY_ANIM
{
KNIFE_IDLE = 0,
KNIFE_PRE,
KNIFE_CD
}
enum _:Sfsword_Anim
{
Sfsword_idel = 0,
Sfsword_on,
Sfsword_off,
Sfsword_draw,
Sfsword_stab,
Sfsword_stab_miss,
Sfsword_midslash1,
Sfsword_midslash2,
Sfsword_midslash3,
Sfsword_off_idle,
Sfsword_off_slash1
}
enum _:M2_Anim
{
M2_idleA = 0,
M2_idleB,
M2_draw,
M2_draw_empty,
M2_changeA,
M2_changeA_empty,
M2_changeB,
M2_changeB_empty,
M2_reloadA,
M2_reloadB,
M2_shootA,
M2_shootB,
M2_idleA_empty,
M2_idleB_empty
}
enum _:M134_Anim
{
M134_idle = 0,
M134_draw,
M134_reload,
M134_fire_ready,
M134_shoot,
M134_fire_after,
M134_fire_change,
M134_idle_change
}
#define DMG_GENERIC 0
#define DMG_CRUSH (1<<0)
#define DMG_BULLET (1<<1)
#define DMG_SLASH (1<<2)
#define DMG_BURN (1<<3)
#define DMG_FREEZE (1<<4)
#define DMG_FALL (1<<5)
#define DMG_BLAST (1<<6)
#define DMG_CLUB (1<<7)
#define DMG_SHOCK (1<<8)
#define DMG_SONIC (1<<9)
#define DMG_ENERGYBEAM (1<<10)
#define DMG_NEVERGIB (1<<12)
#define DMG_ALWAYSGIB (1<<13)
#define DMG_DROWN (1<<14)
//#define DMG_TIMEBASED (~(0x3FFF))
#define DMG_PARALYZE (1<<15)
#define DMG_NERVEGAS (1<<16)
#define DMG_POISON (1<<17)
#define DMG_RADIATION (1<<18)
#define DMG_DROWNRECOVER (1<<19)
#define DMG_ACID (1<<20)
#define DMG_SLOWBURN (1<<21)
#define DMG_SLOWFREEZE (1<<22)
#define DMG_MORTAR (1<<23)
#define DMG_EXPLOSION (1<<24)
#define DMG_GIB_CORPSE (DMG_CRUSH | DMG_FALL | DMG_BLAST | DMG_SONIC | DMG_CLUB)
#define DMG_SHOWNHUD (DMG_POISON | DMG_ACID | DMG_FREEZE | DMG_SLOWFREEZE | DMG_DROWN | DMG_BURN | DMG_SLOWBURN | DMG_NERVEGAS | DMG_RADIATION | DMG_SHOCK)
enum _:HITGROUP
{
HITGROUP_GENERIC = 0,
HITGROUP_HEAD,
HITGROUP_CHEST,
HITGROUP_STOMACH,
HITGROUP_LEFTARM,
HITGROUP_RIGHTARM,
HITGROUP_LEFTLEG,
HITGROUP_RIGHTLEG,
HITGROUP_SHIELD
}
#define JANUSMK5_CANUSE 1
#define JANUSMK5_USING 2
#define VEC_DUCK_HULL_MIN Float:{-16.0, -16.0, -18.0}
#define VEC_DUCK_HULL_MAX Float:{16.0, 16.0, 32.0}
#define VEC_DUCK_VIEW Float:{0.0, 0.0, 12.0}
#define dont_ignore_monsters 0
#define head_hull 3
enum _:HIT_RESULT
{
RESULT_HIT_NONE = 0,
RESULT_HIT_PLAYER,
RESULT_HIT_WORLD
}
enum _:PLAYER_ANIM
{
PLAYER_IDLE = 0,
PLAYER_WALK,
PLAYER_JUMP,
PLAYER_SUPERJUMP,
PLAYER_DIE,
PLAYER_ATTACK1,
PLAYER_ATTACK2,
PLAYER_FLINCH,
PLAYER_LARGE_FLINCH,
PLAYER_RELOAD,
PLAYER_HOLDBOMB
}
enum _:SEND_KNIFE_SOUND_TYPE
{
TYPE_SWING = 1,
TYPE_SWING_PLAYER,
TYPE_WORLD,
TYPE_STAB,
TYPE_STAB_PLAYER,
TYPE_DRAW
}
#define KNIFE_BODYHIT_VOLUME 128
#define KNIFE_WALLHIT_VOLUME 512
#define PLAYERBONE_PELVIS 1
#define PLAYERBONE_SPINE 2
#define PLAYERBONE_SPINE1 3
#define PLAYERBONE_SPINE2 4
#define PLAYERBONE_SPINE3 5
#define PLAYERBONE_NECK 6
#define PLAYERBONE_HEAD 7
#define PLAYERBONE_L_CLAVICLE 9
#define PLAYERBONE_L_UPPERARM 10
#define PLAYERBONE_L_FOREARM 11
#define PLAYERBONE_L_HAND 12
#define PLAYERBONE_L_FINGER0 13
#define PLAYERBONE_L_FINGER01 14
#define PLAYERBONE_L_FINGER1 15
#define PLAYERBONE_L_FINGER11 16
#define PLAYERBONE_L_THIGH 40
#define PLAYERBONE_L_CALF 41
#define PLAYERBONE_L_FOOT 42
#define PLAYERBONE_R_CLAVICLE 23
#define PLAYERBONE_R_UPPERARM 24
#define PLAYERBONE_R_FOREARM 25
#define PLAYERBONE_R_HAND 26
#define PLAYERBONE_R_FINGER0 27
#define PLAYERBONE_R_FINGER01 28
#define PLAYERBONE_R_FINGER1 29
#define PLAYERBONE_R_FINGER11 30
#define PLAYERBONE_R_THIGH 46
#define PLAYERBONE_R_CALF 47
#define PLAYERBONE_R_FOOT 48
native LookupSequence(id, szAnim[]);
//native GetModelAttachment(szName[], iAttachment, Float:vecOrigin[3]);
#define TRUE 1
#define FALSE 0
// TextMsg
#define HUD_PRINTNOTIFY 1
#define HUD_PRINTCONSOLE 2
#define HUD_PRINTTALK 3
#define HUD_PRINTCENTER 4
#define HUD_PRINTRADIO 5
stock m_iAccount = 115
stock m_iKevlar = 112
#define TEAM_CT 2
// CArmoury
stock m_iItem = 34 // int
stock m_iCount = 35 // int
stock m_iSaveCount = 36 // int
stock m_bRestoreCount = 148 // bool
#define ARMOURY_MP5NAVY 0
#define ARMOURY_TMP 1
#define ARMOURY_P90 2
#define ARMOURY_MAC10 3
#define ARMOURY_AK47 4
#define ARMOURY_SG552 5
#define ARMOURY_M4A1 6
#define ARMOURY_AUG 7
#define ARMOURY_SCOUT 8
#define ARMOURY_G3SG1 9
#define ARMOURY_AWP 10
#define ARMOURY_M3 11
#define ARMOURY_XM1014 12
#define ARMOURY_M249 13
#define ARMOURY_FLASHBANG 14
#define ARMOURY_HEGRENADE 15
#define ARMOURY_KEVLAR 16
#define ARMOURY_ASSAULT 17
#define ARMOURY_SMOKEGRENADE 18
stock m_bIsVIP = 837 // bool
// cbase.h
#define CLASS_NONE 0
#define CLASS_MACHINE 1
#define CLASS_PLAYER 2
#define CLASS_HUMAN_PASSIVE 3
#define CLASS_HUMAN_MILITARY 4
#define CLASS_ALIEN_MILITARY 5
#define CLASS_ALIEN_PASSIVE 6
#define CLASS_ALIEN_MONSTER 7
#define CLASS_ALIEN_PREY 8
#define CLASS_ALIEN_PREDATOR 9
#define CLASS_INSECT 10
#define CLASS_PLAYER_ALLY 11
#define CLASS_PLAYER_BIOWEAPON 12
#define CLASS_ALIEN_BIOWEAPON 13
#define CLASS_VEHICLE 14
#define CLASS_BARNACLE 99
#define SIGNAL_BUY (1<<0)
#define SIGNAL_BOMB (1<<1)
#define SIGNAL_RESCUE (1<<2)
#define SIGNAL_ESCAPE (1<<3)
#define SIGNAL_VIPSAFETY (1<<4)