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关于"新刀、O3、O4、O5、C4及手枪战插件"

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发表于 2008-4-9 18:22:43 | 显示全部楼层 |阅读模式 来自 中国–广东–深圳–福田区
我想修改这个插件为手枪局只可以打头,需要在那个地方修改
我知道打头的设置是
set_user_hitzones (id, 0, 2)
恢复是
set_user_hitzones (0, 0, 255)
但我看了Rulzy版主的插件源码!看不懂
希望可以帮忙修改下
发表于 2008-4-9 18:29:18 | 显示全部楼层 来自 中国–广东–惠州

回复: 关于"新刀、O3、O4、O5、C4及手枪战插件"

试下这样
  1. set_user_hitzones(id,0,3) //3是只可以打头,
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 楼主| 发表于 2008-4-9 20:54:49 | 显示全部楼层 来自 中国–广东–深圳–福田区

回复: 关于"新刀、O3、O4、O5、C4及手枪战插件"

具体要在那个部位修改呢?
添加到那个地方?
/*
  刀、O3、O4、O5、C4及手枪战插件,主要有如下特点:
  1、可自定义;
  2、禁止使用的武器装备不允许购买,防止浪费钱;
  3、可以定义任意一局可以使用的武器。
  参数及命令介绍:
  amx_delaygivegrenade <time> 无限雷时,延迟多长时间给玩家雷,单位为秒,默认 0.1 秒
  amx_clear_restwpns 清除已经有的关于限制武器局数据
  amx_add_restwpns [<flags> [<round> [n]]]  增加一限制武器局, round 代表是第几局, 其最大值为512,
                                              如果省略 round, 则为当前定义的最大局数的下一局
           n 表示从第 round 局开始,有 n 局使用此模式
    flags 可以是以下字母的组合:
    a: 可以使用闪光弹
    b: 可以使用高爆手雷
    c: 可以使用烟雾弹
    d: 可以放C4
    e: 可以使用手枪
    f: 可以使用闪光弹,并且无限补给闪光弹
    g: 可以使用高爆手雷,并且无限补给高爆手雷
    h: 可以使用烟雾弹,并且无限补给烟雾弹
    i: 可以使用手枪,并且无限补给子弹

如果使用了"f",就不必使用"a";如果使用了"g",就不必使用"b";
如果使用了"h",就不必使用"c";如果使用了"i",就不必使用"e"。

为了表达清楚,建议不要省略参数 round 和 n

    例如:
    只能用刀:          amx_add_restwpns
    只能用刀和放C4:       amx_add_restwpns "d"
    只能用刀、雷和放C4      amx_add_restwpns "abcd"
    只能用刀、无限雷和放C4    amx_add_restwpns "dfgh"
    只能用刀、手枪无限子弹和放C4 amx_add_restwpns "di"
  完整例子:
  你只需在 amxx.cfg 里加上如下命令:
  amx_clear_restwpns
  amx_add_restwpns
  amx_add_restwpns "abcd"
  amx_add_restwpns "di"
  amx_add_restwpns "" 25
  amx_add_restwpns "d"
  amx_add_restwpns "di"
  则第一局只能用刀,第二局只能用刀、雷和放C4,第三局只能用刀、手枪(无限子弹)和放C4,第4局到第24局正常,
  第25局只能用刀, 第26局只能用刀和放C4, 第27局只能用刀、手枪(无限子弹)和放C4, 第28局后正常。
  需要开启的模块: cstrike、engine、fun
  注意,如果无限雷无效,可能是与其他插件有冲突,如彩色对讲机、炸弹对讲机之类的,
  需在 configs\plugins.ini 中将此插件移到那些插件的前面,不防将此插件放到所有第三方(非官方)插件的前面。
*/
#include <amxmodx>
#include <amxmisc>
#include <cstrike>
#include <fun>
#define MAX_REST_ROUND_COUNT 512
#define FLAG_A 1  //闪光弹
#define FLAG_B 2  //高爆手雷
#define FLAG_C 4  //烟雾弹
#define FLAG_D 8  //C4
#define FLAG_E 16  //手枪
#define FLAG_F 32  //无限闪光弹
#define FLAG_G 64  //无限高爆手雷
#define FLAG_H 128  //无限烟雾弹
#define FLAG_I 256  //无限手枪子弹
#define FLAG_Z 0x2000000  //正常局
new g_RestRoundCounter = 0  //限制局局数计数器(当战斗还没开始时,与真正的局数计数器不一定相等)
new g_RestrictCount = 0     //限制局数
new g_weaponflags[MAX_REST_ROUND_COUNT]
new g_MaxGunBPAmmo[] = {0,52,0,90,1,32,1,100,90,1,120,100,100,90,90,90,100,120,30,120,200,32,90,120,90,2,35,90,90,0,100}
new bool:g_restart_attempt[33]
new g_Restart = 0
new g_HintMsg[256]
new g_Pistols[11][]={ //购买手枪使用的命令
"usp",
"glock",
"deagle",
"p228",
"fn57",
"km45",
"9x19mm",
"nighthawk",
"228compact",
"elites",
"fiveseven"
}
new g_OtherGuns[32][]={
"m3",  //购买霰弹枪使用的命令
"xm1014",
"12gauge",
"autoshotgun",
"mp5",  //购买冲锋枪使用的命令
"tmp",
"p90",
"mac10",
"ump45",
"smg",
"mp",
"c90",
"ak47",  //购买自动步枪使用的命令
"galil",
"famas",
"sg552",
"m4a1",
"aug",
"scout",
"awp",
"g3sg1",
"sg550",
"cv47",
"defender",
"clarion",
"krieg552",
"bullpup",
"magnum",
"d3au1",
"krieg550",
"m249",  //购买轻机枪使用的命令

"shield" //购买战术盾牌使用的命令
}
public plugin_init()
{
register_plugin("Restrict Weapons Fight", "1.2", "Rulzy")
register_menucmd(register_menuid("#Buy", 1), 511, "menuBuy")
register_menucmd(register_menuid("BuyItem", 1), 511, "menuItem")
register_event("TextMsg", "Game_Commencing", "ac", "2&#Game_Commencing")
register_concmd("amx_clear_restwpns", "cmdClearRestrictWeapons", ADMIN_LEVEL_A, "<n> <flags> - set restrict weapons")
register_concmd("amx_add_restwpns", "cmdAddRestrictWeapons", ADMIN_LEVEL_A, "<flags> - set restrict weapons")
register_cvar("amx_delaygivegrenade", "0.1")
register_event("CurWeapon","eWeaponChange","be", "1=1")
register_event("HLTV", "eNewRound", "a", "1=0", "2=0")
register_clcmd("fullupdate", "cmd_fullupdate")
register_event("ResetHUD", "eResetHUD", "be")
register_event("TextMsg", "eRestart", "a", "2=#Game_will_restart_in")
register_event("AmmoX", "eAmmoX", "be")
g_RestrictCount = 0
for(new i=0;i<MAX_REST_ROUND_COUNT;i++)
  g_weaponflags = FLAG_Z
}
public eNewRound()
{
if(g_Restart==1)
{
  g_Restart = 0
  g_RestRoundCounter = 0
}
g_RestRoundCounter++
if(g_RestRoundCounter>g_RestrictCount||g_weaponflags[g_RestRoundCounter-1]&FLAG_Z) return
new iLen = format(g_HintMsg, 255, "注意,本局可用武器:^n刀, ")
if(g_weaponflags[g_RestRoundCounter-1]&FLAG_D)
  iLen += format(g_HintMsg[iLen], 255-iLen, "C4, ")
if(g_weaponflags[g_RestRoundCounter-1]&FLAG_F)
  iLen += format(g_HintMsg[iLen], 255-iLen, "闪光弹(无限), ")
else if(g_weaponflags[g_RestRoundCounter-1]&FLAG_A)
  iLen += format(g_HintMsg[iLen], 255-iLen, "闪光弹, ")
if(g_weaponflags[g_RestRoundCounter-1]&FLAG_G)
  iLen += format(g_HintMsg[iLen], 255-iLen, "高爆手雷(无限), ")
else if(g_weaponflags[g_RestRoundCounter-1]&FLAG_B)
  iLen += format(g_HintMsg[iLen], 255-iLen, "高爆手雷, ")
if(g_weaponflags[g_RestRoundCounter-1]&FLAG_H)
  iLen += format(g_HintMsg[iLen], 255-iLen, "烟雾弹(无限), ")
else if(g_weaponflags[g_RestRoundCounter-1]&FLAG_C)
  iLen += format(g_HintMsg[iLen], 255-iLen, "烟雾弹, ")
if(g_weaponflags[g_RestRoundCounter-1]&FLAG_I)
  iLen += format(g_HintMsg[iLen], 255-iLen, "手枪(子弹无限), ")
else if(g_weaponflags[g_RestRoundCounter-1]&FLAG_E)
  iLen += format(g_HintMsg[iLen], 255-iLen, "手枪, ")
g_HintMsg[strlen(g_HintMsg)-2] = 0
}
public Game_Commencing()
{
g_Restart = 1
return PLUGIN_CONTINUE
}
public eRestart()
{
g_Restart = 1
new players[32], num
get_players(players, num, "a")
for (new i; i < num; ++i)
  g_restart_attempt[players] = true
return PLUGIN_CONTINUE
}
public cmd_fullupdate()
{
return PLUGIN_HANDLED
}
public eResetHUD(id)
{
if (g_restart_attempt[id])
{
  g_restart_attempt[id] = false
  return PLUGIN_CONTINUE
}

ePlayerSpawn(id)
return PLUGIN_CONTINUE
}
public show_hint(id)
{
set_hudmessage(255, 128, 255, -1.0, 0.55, 0, 6.0, 2.5,_,_,1)
show_hudmessage(id, g_HintMsg)
}
public ePlayerSpawn(id)
{
if(g_RestRoundCounter==0) eNewRound()
if(g_RestRoundCounter>g_RestrictCount||g_weaponflags[g_RestRoundCounter-1]&FLAG_Z) return
show_hint(id)
set_task(1.5, "show_hint", id,_,_,"a",4)
set_task(0.1, "changeto_knife", id)
new ammo, clip
if(g_weaponflags[g_RestRoundCounter-1]&FLAG_F)
{
  get_user_ammo(id, CSW_FLASHBANG, ammo, clip)
  if(ammo<2)
   set_task(0.1, "give_flashbang", id)
  if(ammo<1)
   set_task(0.1, "give_flashbang", id)
}
if(g_weaponflags[g_RestRoundCounter-1]&FLAG_G)
{
  get_user_ammo(id, CSW_FLASHBANG, ammo, clip)
  if(ammo<1)
   set_task(0.1, "give_hegrenade", id)
}
if(g_weaponflags[g_RestRoundCounter-1]&FLAG_H)
{
  get_user_ammo(id, CSW_FLASHBANG, ammo, clip)
  if(ammo<1)
   set_task(0.1, "give_smokegrenade", id)
}
}
public changeto_knife(id)
{
engclient_cmd(id, "weapon_knife")
}
public cmdClearRestrictWeapons(id, level, cid)
{
g_RestrictCount = 0
for(new i=0;i<MAX_REST_ROUND_COUNT;i++)
  g_weaponflags = FLAG_Z
return PLUGIN_HANDLED
}
public cmdAddRestrictWeapons(id, level, cid)
{
if(!cmd_access(id, level, cid, 1))
  return PLUGIN_HANDLED
new sflags[32], s[5], round
read_argv(1, sflags, 31)
read_argv(2, s, 4)
if(s[0])
  round = str_to_num(s)-1
else
  round = g_RestrictCount
if(round<0) round = 0
if(round>=MAX_REST_ROUND_COUNT)
{
  if(id==0)
   server_print("Max Restrict Count Reached")
  else
   client_print(id, print_console, "Max Restrict Count Reached")
  return PLUGIN_HANDLED
}
read_argv(3, s, 4)
new num
if(s[0])
  num = str_to_num(s)
else
  num = 1
if((round+num)>=MAX_REST_ROUND_COUNT)
{
  num = MAX_REST_ROUND_COUNT - round
}
new flags = read_flags(sflags)
for(new i=round;i<round+num;i++)
  g_weaponflags = flags
if(round+num>g_RestrictCount) g_RestrictCount= round+num
return PLUGIN_HANDLED
}
public client_command(id)
{
if(g_RestRoundCounter>g_RestrictCount||g_RestRoundCounter==0||g_weaponflags[g_RestRoundCounter-1]&FLAG_Z) return PLUGIN_CONTINUE
new arg[13]
if(read_argv(0, arg, 12)>11) return PLUGIN_CONTINUE
if(equali(arg, "lastinv"))
{
  if(g_RestRoundCounter==1)
  {
   set_hudmessage(248, 26, 174, -1.0, 0.57, 0, 6.0, 3.0)
   show_hudmessage(id, "注意,本局为刀战模式")
  }else if(g_RestRoundCounter==2)
  {
   set_hudmessage(248, 26, 174, -1.0, 0.57, 0, 6.0, 3.0)
   show_hudmessage(id, "注意,本局为手雷模式")
  }
  return PLUGIN_CONTINUE
}
for(new i=0;i<11;i++)
{
  if(equali(arg, g_Pistols))
  {
   if(g_weaponflags[g_RestRoundCounter-1]&(FLAG_E|FLAG_I))
    return PLUGIN_CONTINUE
   client_print(id, print_center, "此局不能购买此武器")
   return PLUGIN_HANDLED
  }
}
for(new i=0;i<32;i++)
{
  if(equali(arg, g_OtherGuns))
  {   
   client_print(id, print_center, "此局不能购买此武器")
   return PLUGIN_HANDLED
  }
}
if(equali(arg, "primammo")||equali(arg, "buyammo1"))
{
  client_print(id, print_center, "此局不能购买主武器弹药")
  return PLUGIN_HANDLED
}
if(equali(arg, "secammo")||equali(arg, "buyammo2"))
{
  if(g_weaponflags[g_RestRoundCounter-1]&FLAG_E)
   return PLUGIN_CONTINUE
  else if(g_weaponflags[g_RestRoundCounter-1]&FLAG_I)
   client_print(id, print_center, "此局手枪子弹无限,不用购买手枪子弹")
  else
   client_print(id, print_center, "此局不能购买手枪子弹")
  return PLUGIN_HANDLED
}
if(equali(arg, "flash"))
{
  if(g_weaponflags[g_RestRoundCounter-1]&FLAG_A)
   return PLUGIN_CONTINUE
  else if(g_weaponflags[g_RestRoundCounter-1]&FLAG_F)
   client_print(id, print_center, "此局闪光弹无限,并自动赠与,不需购买")
  else
   client_print(id, print_center, "此局不能购买闪光弹")
  return PLUGIN_HANDLED
}
if(equali(arg, "hegren"))
{
  if(g_weaponflags[g_RestRoundCounter-1]&FLAG_B)
   return PLUGIN_CONTINUE
  else if(g_weaponflags[g_RestRoundCounter-1]&FLAG_G)
   client_print(id, print_center, "此局高爆手雷无限,并自动赠与,不需购买")
  else
   client_print(id, print_center, "此局不能购买高爆手雷")
  return PLUGIN_HANDLED
}
if(equali(arg, "sgren"))
{
  if(g_weaponflags[g_RestRoundCounter-1]&FLAG_C)
   return PLUGIN_CONTINUE
  else if(g_weaponflags[g_RestRoundCounter-1]&FLAG_H)
   client_print(id, print_center, "此局烟雾弹无限,并自动赠与,不需购买")
  else
   client_print(id, print_center, "此局不能购买烟雾弹")
  return PLUGIN_HANDLED
}
if(equali(arg, "defuser"))
{
  if(g_weaponflags[g_RestRoundCounter-1]&FLAG_D)
   return PLUGIN_CONTINUE
  if(get_user_team(id)==2)
   client_print(id, print_center, "此局禁放C4,不需购买拆弹器")
  return PLUGIN_HANDLED
}
return PLUGIN_CONTINUE
}
public menuBuy(id, key)
{
if(g_RestRoundCounter>g_RestrictCount||g_weaponflags[g_RestRoundCounter-1]&FLAG_Z) return PLUGIN_CONTINUE
if(key==0)
{
  if(g_weaponflags[g_RestRoundCounter-1]&(FLAG_E|FLAG_I))
   return PLUGIN_CONTINUE
  client_print(id, print_center, "此局不能购买手枪")
  return PLUGIN_HANDLED
}
if(key==1)
{
  client_print(id, print_center, "此局不能购买霰弹枪")
  return PLUGIN_HANDLED
}
if(key==2)
{
  client_print(id, print_center, "此局不能购买冲锋枪")
  return PLUGIN_HANDLED
}
if(key==3)
{
  client_print(id, print_center, "此局不能购买自动步枪")
  return PLUGIN_HANDLED
}
if(key==4)
{
  client_print(id, print_center, "此局不能购买轻型机枪")
  return PLUGIN_HANDLED
}
if(key==5)
{
  client_print(id, print_center, "此局不能购买主武器弹药")
  return PLUGIN_HANDLED
}
if(key==6)
{
  if(g_weaponflags[g_RestRoundCounter-1]&FLAG_E)
   return PLUGIN_CONTINUE
  else if(g_weaponflags[g_RestRoundCounter-1]&FLAG_I)
   client_print(id, print_center, "此局手枪子弹无限,不用购买手枪子弹")
  else
   client_print(id, print_center, "此局不能购买手枪子弹")
  return PLUGIN_HANDLED
}
return PLUGIN_CONTINUE
}
public menuItem(id, key)
{
if(g_RestRoundCounter>g_RestrictCount||g_weaponflags[g_RestRoundCounter-1]&FLAG_Z) return PLUGIN_CONTINUE
if(key==2)
{
  if(g_weaponflags[g_RestRoundCounter-1]&FLAG_A)
   return PLUGIN_CONTINUE
  else if(g_weaponflags[g_RestRoundCounter-1]&FLAG_F)
   client_print(id, print_center, "此局闪光弹无限,并自动赠与,不需购买")
  else
   client_print(id, print_center, "此局不能购买闪光弹")
  return PLUGIN_HANDLED
}
if(key==3)
{
  if(g_weaponflags[g_RestRoundCounter-1]&FLAG_B)
   return PLUGIN_CONTINUE
  else if(g_weaponflags[g_RestRoundCounter-1]&FLAG_G)
   client_print(id, print_center, "此局高爆手雷无限,并自动赠与,不需购买")
  else
   client_print(id, print_center, "此局不能购买高爆手雷")
  return PLUGIN_HANDLED
}
if(key==4)
{
  if(g_weaponflags[g_RestRoundCounter-1]&FLAG_C)
   return PLUGIN_CONTINUE
  else if(g_weaponflags[g_RestRoundCounter-1]&FLAG_H)
   client_print(id, print_center, "此局烟雾弹无限,并自动赠与,不需购买")
  else
   client_print(id, print_center, "此局不能购买烟雾弹")
  return PLUGIN_HANDLED
}
if(key==6)  //拆弹器
{
  if(g_weaponflags[g_RestRoundCounter-1]&FLAG_D)
   return PLUGIN_CONTINUE
  client_print(id, print_center, "此局禁放C4,不需购买拆弹器")
  return PLUGIN_HANDLED
}
if(key==7)  //战术盾牌
{
  client_print(id, print_center, "此局不能购买此武器")
  return PLUGIN_HANDLED
}
return PLUGIN_CONTINUE
}
public eAmmoX(id)
{
if(g_RestRoundCounter>g_RestrictCount||g_weaponflags[g_RestRoundCounter-1]&FLAG_Z) return
new clip, ammo
new wpnid = get_user_weapon(id, clip, ammo)
new Float:delaytime = get_cvar_float("amx_delaygivegrenade")
switch(wpnid)
{
  case CSW_FLASHBANG:
  {
   if(g_weaponflags[g_RestRoundCounter-1]&FLAG_F&&ammo<2)
    set_task(delaytime, "give_flashbang", id)
  }
  case CSW_HEGRENADE:
  {
   if(g_weaponflags[g_RestRoundCounter-1]&FLAG_G&&ammo<1)
    set_task(delaytime, "give_hegrenade", id)
  }
  case CSW_SMOKEGRENADE:
  {
   if(g_weaponflags[g_RestRoundCounter-1]&FLAG_H&&ammo<1)
    set_task(delaytime, "give_smokegrenade", id)
  }
}
}
public give_flashbang(id)
{
if(is_user_connected(id)&&is_user_alive(id))
  give_item(id, "weapon_flashbang")
}
public give_hegrenade(id)
{
if(is_user_connected(id)&&is_user_alive(id))
  give_item(id, "weapon_hegrenade")
}
public give_smokegrenade(id)
{
if(is_user_connected(id)&&is_user_alive(id))
  give_item(id, "weapon_smokegrenade")
}
public eWeaponChange(id)
{
if(g_RestRoundCounter>g_RestrictCount||g_weaponflags[g_RestRoundCounter-1]&FLAG_Z) return
new wpnid = read_data(2)
if(wpnid==CSW_KNIFE) return
switch(wpnid)
{
  case CSW_USP,CSW_GLOCK18,CSW_DEAGLE,CSW_P228,CSW_ELITE,CSW_FIVESEVEN:
  {
   if(g_weaponflags[g_RestRoundCounter-1]&FLAG_I)
   {
    if(cs_get_user_bpammo(id, wpnid)<g_MaxGunBPAmmo[wpnid])
     cs_set_user_bpammo(id, wpnid, g_MaxGunBPAmmo[wpnid])
   }else if(g_weaponflags[g_RestRoundCounter-1]&FLAG_E==0){
    engclient_cmd(id, "weapon_knife")
   }
  }
  case CSW_FLASHBANG:
  {
   if(g_weaponflags[g_RestRoundCounter-1]&(FLAG_A|FLAG_F)==0)
    engclient_cmd(id, "weapon_knife")
  }
  case CSW_HEGRENADE:
  {
   if(g_weaponflags[g_RestRoundCounter-1]&(FLAG_B|FLAG_G)==0)
    engclient_cmd(id, "weapon_knife")
  }
  case CSW_SMOKEGRENADE:
  {
   if(g_weaponflags[g_RestRoundCounter-1]&(FLAG_C|FLAG_H)==0)
    engclient_cmd(id, "weapon_knife")
  }
  case CSW_C4:
  {
   if(g_weaponflags[g_RestRoundCounter-1]&FLAG_D==0)
    engclient_cmd(id, "weapon_knife")
  }
  default:
  {
   engclient_cmd(id, "weapon_knife")
  }
}
}
/* UTF-8 func by www.DT-Club.net */
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发表于 2008-4-9 21:37:48 | 显示全部楼层 来自 中国–广东–惠州

回复: 关于&quot;新刀、O3、O4、O5、C4及手枪战插件&quot;

如果你是用无限子弹的话,试下这样改行不行.
  1. public ePlayerSpawn(id)
  2. {
  3. if(g_RestRoundCounter==0) eNewRound()
  4. if(g_RestRoundCounter>g_RestrictCount||g_weaponflags[g_RestRoundCounter-1]&FLAG_Z) return
  5. if(g_weaponflags[g_RestRoundCounter-1]&FLAG_I)
  6. set_user_hitzones(id,0,3);
复制代码
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 楼主| 发表于 2008-4-9 22:09:14 | 显示全部楼层 来自 中国–广东–深圳–福田区

回复: 关于&quot;新刀、O3、O4、O5、C4及手枪战插件&quot;

这样设置是不是还要增加一个选项...
就是手枪局结束后,恢复可以打身体?
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