-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathjctf.sma
More file actions
5746 lines (4377 loc) · 139 KB
/
Copy pathjctf.sma
File metadata and controls
5746 lines (4377 loc) · 139 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
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
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
#define VIP_FLAG ADMIN_LEVEL_A
#define ADR_LIMIT 250
#define ADR_LIMIT_VIP 500
#define MONSTER_HEALTH_VALUE 600.00
#define HIGH_JUMP_VALUE 0.32
#define g_iMaxHealth 100.00
#define OWNER_ITEM_RESTRICTION_MODE 1
/*
1 : Show client_print(id, print_center) message
2 : Don't show item in menu
*/
//#define INCLUDE_SENTRY
//#define INCLUDE_MOLOTOV
/* --------------------------------------------------------------------------------------------
"Just Capture The Flag" - by Digi (aka Hunter-Digital) & Ish Chhabra
-------------------------------------------------------------------------------------------- */
new const MOD_TITLE[] = "Just Capture the Flag" /* Please don't modify. */
new const MOD_AUTHOR[] = "Digi & Ish Chhabra" /* If you make major changes, add " & YourName" at the end */
new const MOD_VERSION[] = "1.32c-custom" /* If you make major changes, add "custom" at the end but do not modify the actual version number! */
/*
Below you can enable/disable each individual feature of this plugin
NOTE: Remember to compile the plugin again after you modify anything in this file!
-----------------------------------
Description: This hooks the buy system of the game and changes it, allowing everybody to buy all weapons.
If set to false, it will disable all buy related stuff like: buy menu, spawn weaopns, special weapons, even C4!
Disable this if you want to use another plugin that manages buy or doesn't use buy at all (like GunGame)
*/
#define FEATURE_BUY true
/*
Description: This allows players to buy and use C4 as a weapon, not an objective, it can be defused tough but the defuser gets a usable C4 back. C4 kills everything in it's radius, including teammates.
If set to false, C4 usage will be completly disabled so it can't be bought.
Requirements: FEATURE_BUY must be true
*/
#define FEATURE_BUYC4 true
/*
Description: This allows players to have an adrenaline amount and when it reaches 100, they can use combos.
If set to false, it will disable all adrenaline stuff, including combos, rewards, buying with adrenaline, everything.
*/
#define FEATURE_ADRENALINE true
/* --------------------------------------------------------------------------------------------
Skip this, advanced configuration more below
*/
#if FEATURE_BUY == true && FEATURE_BUYC4 == true
#define FEATURE_C4 true
#else
#define FEATURE_C4 false
#endif
#include <amxmodx>
#include <amxmisc>
#include <hamsandwich>
#include <fakemeta>
#include <cstrike>
#include <engine>
#include <fun>
#include <reapi>
#if AMXX_VERSION_NUM > 182
#define client_disconnect client_disconnected
#define strbreak argbreak
#else
#include <autoexecconfig>
#endif
#if defined INCLUDE_SENTRY
native jctf_create_sentry(id); // In sentry plugin define a native named jctf_create_sentry(id) which is used to create sentry
#endif
/*
This jCTF already include some features for molotov plugin so they should be removed for main plugin for use with this
For ex -> Like other grenades molotov also has a time limit between buying 2 consecutive molotovs
You can buy only 1 molotov ..., this is hardcoded for now ..
Edit line 4606 for changing the 1 molotov limit
*/
#if defined INCLUDE_MOLOTOV
native jctf_buy_molotov(id); // In molotov plugin define a native named jctf_buy_molotov(id) which is used to buy a molotov
native jctf_player_molotov_number(id); // In molotov plugin define a native named jctf_player_molotov_number(id) which is used to retrieve number of molotovs player has
#endif
/*
Greater adrenaline limit is there for ViP
*/
#define is_user_vip(%1) (get_user_flags(%1) & VIP_FLAG)
/* --------------------------------------------------------------------------------------------
CVars for .cfg files:
ctf_flagreturn (default 120) - flag auto-return time
ctf_weaponstay (default 30) - how long do weapons and items stay on ground
ctf_itempercent (default 30) - chance that items spawn when a player is killed, values from 0 to 100
ctf_sound_taken (default 1) - toggles if the "flag taken" sounds can be heard
ctf_sound_dropped (default 1) - toggles if the "flag dropped" sounds can be heard
ctf_sound_returned (default 1) - toggles if the "flag returned" sounds can be heard
ctf_sound_score (default 1) - toggles if the "X team scores" sounds can be heard
ctf_respawntime (default 10) - players respawn time (use -1 to disable respawn)
ctf_spawnmoney (default 1000) - money bonus when spawning (unless it's a suicide)
ctf_protection (default 5) - players spawn protection time (use -1 to disable protection)
ctf_dynamiclights (default 1) - set the default dynamic lights setting, players will still be able to toggle individually using /lights
ctf_glows (default 1) - set if entities can glow, like when players have flag or an adrenaline combo, weapons start to fade, etc.
ctf_nospam_flash (default 20) - delay of rebuying two flashbangs in a life
ctf_nospam_he (default 20) - delay of rebuying a HE grenade in a life
ctf_nospam_smoke (default 20) - delay of rebuying a smoke grenade in a life
ctf_spawn_prim (default "m3") - spawning primary weapon, set to "" to disable
ctf_spawn_sec (default "glock") - spawning secondary weapon, set to "" to disable
ctf_spawn_knife (default 1) - toggle if players spawn with knife or not
ctf_sound_taken (default 1) - toggles if the "flag taken" sounds can be heard
ctf_sound_dropped (default 1) - toggles if the "flag dropped" sounds can be heard
ctf_sound_returned (default 1) - toggles if the "flag returned" sounds can be heard
ctf_sound_score (default 1) - toggles if the "X team scores" sounds can be heard
Primary weapons: m3,xm1014,tmp,mac10,mp5,ump45,p90,galil,ak47,famas,m4a1,aug,sg552,awp,scout,sg550,g3sg1,m249,shield
Secondary weapons: glock,usp,p228,deagle,elites,fiveseven
mp_c4timer (recommended 20) - time before the C4 devices explode
mp_winlimit - first team who reaches this number wins
mp_timelimit - time limit for the map (displayed in the round timer)
mp_startmoney (recommended 3000) - for first spawn money and minimum amount of money
mp_forcecamera - (0/1 - spectate enemies or not) mod fades to black if this is on and player is in free look (no teammates alive)
mp_forcechasecam - (0/1/2 - force chase cammera all/team/firstperson) same as above
mp_autoteambalance - enable/disable auto-team balance (checks at every player death)
Map configurations are made with;
ctf_moveflag red/blue at your position (even if dead/spec)
ctf_save to save flag origins in maps/<mapname>.ctf
Reward configuration, 0 on all values disables reward/penalty.
[REWARD FOR] [MONEY] [FRAGS] [ADRENALINE]
*/
#define REWARD_RETURN 500, 0, 10
#define REWARD_RETURN_ASSIST 500, 0, 10
#define REWARD_CAPTURE 3000, 3, 25
#define REWARD_CAPTURE_ASSIST 2000, 2, 20 //3000, 3, 25
#define REWARD_CAPTURE_TEAM 1000, 0, 10
#define REWARD_STEAL 1000, 1, 10
#define REWARD_PICKUP 500, 1, 5
#define PENALTY_DROP -1500, -1, -10
#define REWARD_KILL 0, 0, 5
#define REWARD_KILLCARRIER 500, 1, 10
#define PENALTY_SUICIDE 0, 0, -20
#define PENALTY_TEAMKILL 0, 0, -20
/*
Advanced configuration
*/
const ADMIN_RETURN = ADMIN_RCON // access required for admins to return flags (full list in includes/amxconst.inc)
const ADMIN_RETURNWAIT = 15 // time the flag needs to stay dropped before it can be returned by command
new const bool:CHAT_SHOW_COMMANDS = true // show commands (like /buy) in chat, true or false
const ITEM_MEDKIT_GIVE = 25 // medkit award health for picking up
new const bool:ITEM_DROP_AMMO = true // toggle if killed players drop ammo items
new const bool:ITEM_DROP_MEDKIT = true // toggle if killed players drop medkit items
#if FEATURE_ADRENALINE == true
new const bool:ITEM_DROP_ADRENALINE = true // toggle if killed players drop adrenaline items
const ITEM_ADRENALINE_GIVE = 5 // adrenaline reaward for picking up adrenaline
const Float:SPEED_ADRENALINE = 2.5 // speed while using "speed" adrenaline combo (this and SPEED_FLAG are cumulative)
const Float:BERSERKER_SPEED1 = 0.7 // primary weapon shooting speed percent while in berserk
const Float:BERSERKER_SPEED2 = 0.3 // secondary weapon shooting speed percent while in berserk
const Float:BERSERKER_DAMAGE = 2.0 // weapon damage percent while in berserk
const INSTANTSPAWN_COST = 50 // instant spawn (/spawn) adrenaline cost
#endif // FEATURE_ADRENALINE
const Float:REGENERATE_EXTRAHP = 50.00 // extra max HP for regeneration and flag healing
const Float:SPEED_FLAG = 0.9 // speed while carying the enemy flag
new const Float:BASE_HEAL_DISTANCE = 96.0 // healing distance for flag
#if FEATURE_C4 == true
new const C4_RADIUS[] = "600" // c4 explosion radius (must be string!)
new const C4_DEFUSETIME = 3 // c4 defuse time
#endif // FEATURE_C4
new const FLAG_SAVELOCATION[] = "maps/%s.ctf" // you can change where .ctf files are saved/loaded from
#define FLAG_IGNORE_BOTS true // set to true if you don't want bots to pick up flags
/**/
new const INFO_TARGET[] = "info_target"
new const ITEM_CLASSNAME[] = "ctf_item"
new const WEAPONBOX[] = "weaponbox"
#if FEATURE_C4 == true
new const GRENADE[] = "grenade"
#endif // FEATURE_C4
new const Float:ITEM_HULL_MIN[3] = {-1.0, -1.0, 0.0}
new const Float:ITEM_HULL_MAX[3] = {1.0, 1.0, 10.0}
const ITEM_AMMO = 0
const ITEM_MEDKIT = 1
#if FEATURE_ADRENALINE == true
const ITEM_ADRENALINE = 2
#endif // FEATURE_ADRENALINE
new const ITEM_MODEL_AMMO[] = "models/w_chainammo.mdl"
new const ITEM_MODEL_MEDKIT[] = "models/w_medkit.mdl"
#if FEATURE_ADRENALINE == true
new const ITEM_MODEL_ADRENALINE[] = "models/can.mdl"
#endif // FEATURE_ADRENALINE
new const BASE_CLASSNAME[] = "ctf_flagbase"
new const Float:BASE_THINK = 0.25
new const FLAG_CLASSNAME[] = "ctf_flag"
new const FLAG_MODEL[] = "models/th_jctf.mdl"
new const Float:FLAG_THINK = 0.1
const FLAG_SKIPTHINK = 20 /* FLAG_THINK * FLAG_SKIPTHINK = 2.0 seconds ! */
new const Float:FLAG_HULL_MIN[3] = {-2.0, -2.0, 0.0}
new const Float:FLAG_HULL_MAX[3] = {2.0, 2.0, 16.0}
new const Float:FLAG_SPAWN_VELOCITY[3] = {0.0, 0.0, -500.0}
new const Float:FLAG_SPAWN_ANGLES[3] = {0.0, 0.0, 0.0}
new const Float:FLAG_DROP_VELOCITY[3] = {0.0, 0.0, 50.0}
new const Float:FLAG_PICKUPDISTANCE = 80.0
const FLAG_LIGHT_RANGE = 12
const FLAG_LIGHT_LIFE = 5
const FLAG_LIGHT_DECAY = 1
const FLAG_ANI_DROPPED = 0
const FLAG_ANI_STAND = 1
const FLAG_ANI_BASE = 2
const FLAG_HOLD_BASE = 33
const FLAG_HOLD_DROPPED = 34
#if FEATURE_ADRENALINE == true
new g_iMenuID[33];
enum _:
{
ADRENALINE_SENTRY_GUN = 1,
ADRENALINE_CAMOUFLAGE,
ADRENALINE_SPEED,
ADRENALINE_BERSERK,
ADRENALINE_REGENERATE,
ADRENALINE_INVISIBILITY,
ADRENALINE_HIGH_JUMP,
ADRENALINE_MONSTER_HEALTH,
ADRENALINE_MENU_MORE_OPTION,
ADRENALINE_GOD_MODE,
ADRENALINE_TOTAL // Total number of adrenaline items + 1
}
new const g_iADRCosts[] =
{
0,
50, //ADRENALINE_SENTRY_GUN
80, //ADRENALINE_CAMOUFLAGE
100, //ADRENALINE_SPEED
100, //ADRENALINE_BERSERK
100, //ADRENALINE_REGENERATE
100, //ADRENALINE_INVISIBILITY
100, //ADRENALINE_HIGH_JUMP
250, //ADRENALINE_MONSTER_HEALTH
0, //ADRENALINE_MENU_MORE_OPTION
300 //ADRENALINE_GOD_MODE
}
new const bool:g_iADRDrain[] =
{
false,
false, //ADRENALINE_SENTRY_GUN
false, //ADRENALINE_CAMOUFLAGE
true, //ADRENALINE_SPEED
true, //ADRENALINE_BERSERK
true, //ADRENALINE_REGENERATE
true, //ADRENALINE_INVISIBILITY
true, //ADRENALINE_HIGH_JUMP
false, //ADRENALINE_MONSTER_HEALTH
false, //ADRENALINE_MENU_MORE_OPTION
true, //ADRENALINE_GOD_MODE
}
new const bool:g_iADR_ITEMS_EOD[] = // Enable or disable any "ADRENALINE ITEM"
{
false,
#if defined INCLUDE_SENTRY
true, //ADRENALINE_SENTRY_GUN
#else
false, //ADRENALINE_SENTRY_GUN
#endif
true, //ADRENALINE_CAMOUFLAGE
true, //ADRENALINE_SPEED
true, //ADRENALINE_BERSERK
true, //ADRENALINE_REGENERATE
true, //ADRENALINE_INVISIBILITY
true, //ADRENALINE_HIGH_JUMP
true, //ADRENALINE_MONSTER_HEALTH
false, //ADRENALINE_MENU_MORE_OPTION
true, //ADRENALINE_GOD_MODE
}
new const bool:g_iADR_ITEM_VIP_ONLY[] = // Make any item ViP Only
{
false,
false, //ADRENALINE_SENTRY_GUN
false, //ADRENALINE_CAMOUFLAGE
false, //ADRENALINE_SPEED
false, //ADRENALINE_BERSERK
false, //ADRENALINE_REGENERATE
false, //ADRENALINE_INVISIBILITY
false, //ADRENALINE_HIGH_JUMP
false, //ADRENALINE_MONSTER_HEALTH
false, //ADRENALINE_MENU_MORE_OPTION
true, //ADRENALINE_GOD_MODE
}
new CamouflageModels[][][] =
{
{"urban", "gsg9", "gign", "sas"}, // CT
{"terror", "leet", "artic", "guerilla"} // Terrorist
}
new const MENU_ADRENALINE[] = "menu_adrenaline"
new const MENU_KEYS_ADRENALINE = (1<<0)|(1<<1)|(1<<2)|(1<<3)|(1<<4)|(1<<5)|(1<<6)|(1<<7)|(1<<8)|(1<<9)
#endif // FEATURE_ADRENALINE
#if FEATURE_BUY == true
new const WHITESPACE[] = " "
new const MENU_BUY[] = "menu_buy"
new const MENU_KEYS_BUY = (1<<0)|(1<<1)|(1<<2)|(1<<3)|(1<<4)|(1<<5)|(1<<6)|(1<<7)|(1<<8)|(1<<9)
new const BUY_ITEM_DISABLED[] = "r"
new const BUY_ITEM_AVAILABLE[] = "w"
#if FEATURE_ADRENALINE == true
new const BUY_ITEM_AVAILABLE2[] = "y"
#endif // FEATURE_ADRENALINE
#endif // FEATURE_BUY
new const SND_GETAMMO[] = "items/9mmclip1.wav"
new const SND_GETMEDKIT[] = "items/smallmedkit1.wav"
#if FEATURE_ADRENALINE == true
new const SND_GETADRENALINE[] = "items/medshot4.wav"
new const SND_ADRENALINE[] = "ambience/des_wind3.wav"
#endif // FEATURE_ADRENALINE
#if FEATURE_C4 == true
new const SND_C4DISARMED[] = "weapons/c4_disarmed.wav"
#endif // FEATURE_C4
new const CHAT_PREFIX[] = "^x03[^x04 CTF^x03 ]^x01 "
new const CONSOLE_PREFIX[] = "[ CTF ] "
#define FADE_OUT 0x0000
#define FADE_IN SF_FADE_IN
#define FADE_MODULATE SF_FADE_MODULATE
#define FADE_STAY SF_FADE_ONLYONE
const m_iUserPrefs = 510
const m_flNextPrimaryAttack = 46
const m_flNextSecondaryAttack = 47
new const PLAYER[] = "player"
new const SEPARATOR[] = " - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -"
#define NULL ""
#define HUD_HINT 255, 255, 255, 0.15, -0.3, 0, 0.0, 10.0, 2.0, 10.0, 4
#define HUD_HELP 255, 255, 0, -1.0, 0.2, 2, 0.1, 2.0, 0.01, 2.0, 2
#define HUD_HELP2 255, 255, 0, -1.0, 0.25, 2, 0.1, 2.0, 0.01, 2.0, 3
#define HUD_ANNOUNCE -1.0, 0.3, 0, 0.0, 3.0, 0.1, 1.0, 4
#define HUD_RESPAWN 0, 255, 0, -1.0, 0.6, 2, 0.5, 0.1, 0.0, 1.0, 1
#define HUD_PROTECTION 255, 255, 0, -1.0, 0.6, 2, 0.5, 0.1, 0.0, 1.0, 1
#define HUD_ADRENALINE 255, 255, 255, -1.0, -0.1, 0, 0.0, 600.0, 0.0, 0.0, 1
#define entity_spawn(%1) DispatchSpawn(%1)
#define entity_think(%1) call_think(%1)
#define weapon_remove(%1) call_think(%1)
#define player_hasFlag(%1) (g_iFlagHolder[TEAM_RED] == %1 || g_iFlagHolder[TEAM_BLUE] == %1)
#define player_allowChangeTeam(%1) set_pdata_int(%1, 125, get_pdata_int(%1, 125) & ~(1<<8))
#define gen_color(%1,%2) %1 == TEAM_RED ? %2 : 0, 0, %1 == TEAM_RED ? 0 : %2
#define get_opTeam(%1) (%1 == TEAM_BLUE ? TEAM_RED : (%1 == TEAM_RED ? TEAM_BLUE : 0))
enum
{
X,
Y,
Z
}
enum
{
pitch,
yaw,
roll
}
enum (+= 64)
{
TASK_RESPAWN = 64,
TASK_PROTECTION,
TASK_DAMAGEPROTECTION,
TASK_EQUIPMENT,
TASK_PUTINSERVER,
TASK_TEAMBALANCE,
TASK_ADRENALINE,
TASK_DEFUSE,
TASK_CHECKHP
}
enum
{
TEAM_NONE = 0,
TEAM_RED,
TEAM_BLUE,
TEAM_SPEC
}
new const g_szCSTeams[][] =
{
NULL,
"TERRORIST",
"CT",
"SPECTATOR"
}
new const g_szTeamName[][] =
{
NULL,
"Red",
"Blue",
"Spectator"
}
new const g_szMLTeamName[][] =
{
NULL,
"TEAM_RED",
"TEAM_BLUE",
"TEAM_SPEC"
}
new const g_szMLFlagTeam[][] =
{
NULL,
"FLAG_RED",
"FLAG_BLUE",
NULL
}
enum
{
FLAG_STOLEN = 0,
FLAG_PICKED,
FLAG_DROPPED,
FLAG_MANUALDROP,
FLAG_RETURNED,
FLAG_CAPTURED,
FLAG_AUTORETURN,
FLAG_ADMINRETURN
}
enum
{
EVENT_TAKEN = 0,
EVENT_DROPPED,
EVENT_RETURNED,
EVENT_SCORE,
}
new const g_szSounds[][][] =
{
/*
0 : TEAM_NONE
1 : TEAM RED
2 : TEAM_BLUE
*/
{ NULL , "red_flag_taken" , "blue_flag_taken" },
{ NULL , "red_flag_dropped" , "blue_flag_dropped" },
{ NULL , "red_flag_returned" , "blue_flag_returned" },
{ NULL , "red_team_scores" , "blue_team_scores" }
}
#if FEATURE_ADRENALINE == true
new const g_szADRENALINE_TITLE_ML[][] =
{
NULL,
"ADR_SENTRY_GUN",
"ADR_CAMOUFLAGE",
"ADR_SPEED",
"ADR_BERSERK",
"ADR_REGENERATE",
"ADR_INVISIBILITY",
"ADR_HIGH_JUMP",
"ADR_MONSTER_HEALTH",
NULL, //ADRENALINE_MENU_MORE_OPTION
"ADR_GOD_MODE"
}
new const g_szADRENALINE_DESC_ML[][] =
{
NULL,
"ADR_SENTRY_GUN_DESC",
"ADR_CAMOUFLAGE_DESC",
"ADR_SPEED_DESC",
"ADR_BERSERK_DESC",
"ADR_REGENERATE_DESC",
"ADR_INVISIBILITY_DESC",
"ADR_HIGH_JUMP_DESC",
"ADR_MONSTER_HEALTH_DESC",
NULL, //ADRENALINE_MENU_MORE_OPTION
"ADR_GOD_MODE_DESC"
}
#endif // FEATURE_ADRENALINE
#if FEATURE_BUY == true
enum
{
no_weapon,
primary,
secondary,
he,
flash,
smoke,
armor,
nvg
}
new const g_szRebuyCommands[][] =
{
NULL,
"PrimaryWeapon",
"SecondaryWeapon",
"HEGrenade",
"Flashbang",
"SmokeGrenade",
"Armor",
"NightVision"
}
#endif // FEATURE_BUY
new const g_szRemoveEntities[][] =
{
"func_buyzone",
"armoury_entity",
"func_bomb_target",
"info_bomb_target",
"hostage_entity",
"monster_scientist",
"func_hostage_rescue",
"info_hostage_rescue",
"info_vip_start",
"func_vip_safetyzone",
"func_escapezone",
"info_map_parameters",
"player_weaponstrip",
"game_player_equip"
}
enum
{
BUYMENU_TITLE = 0,
BUYMENU_PISTOLS,
BUYMENU_SHOTGUNS,
BUYMENU_SMGS,
BUYMENU_RIFLES,
BUYMENU_SPECIAL,
BUYMENU_AMMO,
BUYMENU_EQUIPMENT
}
new const BUYMENU_ML_NAMES[] =
{
"BUYMENU_TITLE",
"BUYMENU_PISTOLS",
"BUYMENU_SHOTGUNS",
"BUYMENU_SMGS",
"BUYMENU_RIFLES",
"BUYMENU_SPECIAL",
"BUYMENU_AMMO",
"BUYMENU_EQUIPMENT"
}
enum
{
ZERO = 0,
// PISTOLS
W_GLOCK18,
W_USP,
W_P228,
W_DEAGLE,
W_FIVESEVEN,
W_ELITE,
// SHOTGUNS
W_M3,
W_XM1014,
// SMGs
W_TMP,
W_MAC10,
W_MP5NAVY,
W_UMP45,
W_P90,
// RIFLES
W_GALIL,
W_FAMAS,
W_AK47,
W_M4A1,
W_AUG,
W_SG552,
// SPECIAL ITEMS
W_MOLOTOV,
W_M249,
W_SG550,
W_G3SG1,
W_SCOUT,
W_AWP,
W_SHIELD,
W_C4,
// EQUIPMENT
W_VEST,
W_VESTHELM,
W_HEGRENADE,
W_FLASHBANG,
W_SMOKEGRENADE,
W_NVG,
// KNIFE
W_KNIFE,
}
new const W_ML_NAMES[][] =
{
"", // (unknown)
// PISTOLS
"BUYMENU_ITEM_GLOCK18", // WEAPON GLOCK
"BUYMENU_ITEM_USP", // WEAPON USP
"BUYMENU_ITEM_P228", // WEAPON P228
"BUYMENU_ITEM_DEAGLE", // WEAPON DEAGLE
"BUYMENU_ITEM_FIVESEVEN", // WEAPON FIVESEVEN
"BUYMENU_ITEM_ELITE", // WEAPON ELITE
// SHOTGUNS
"BUYMENU_ITEM_M3", // WEAPON M3
"BUYMENU_ITEM_XM1014", // WEAPON XM1014
// SMGs
"BUYMENU_ITEM_TMP", // WEAPON TMP
"BUYMENU_ITEM_MAC10", // WEAPON MAC10
"BUYMENU_ITEM_MP5NAVY", // WEAPON MP5NAVY
"BUYMENU_ITEM_UMP45", // WEAPON UMP45
"BUYMENU_ITEM_P90", // WEAPON P90
// RIFLES
"BUYMENU_ITEM_GALIL", // WEAPON GALIL
"BUYMENU_ITEM_FAMAS", // WEAPON FAMAS
"BUYMENU_ITEM_AK47", // WEAPON AK47
"BUYMENU_ITEM_M4A1", // WEAPON M4A1
"BUYMENU_ITEM_AUG", // WEAPON AUG
"BUYMENU_ITEM_SG552", // WEAPON SG552
// SPECIAL ITEMS
"BUYMENU_ITEM_MOLOTOV", // WEAPON MOLOTOV
"BUYMENU_ITEM_M249", // WEAPON M249
"BUYMENU_ITEM_SG550", // WEAPON SG550
"BUYMENU_ITEM_G3SG1", // WEAPON G3SG1
"BUYMENU_ITEM_SCOUT", // WEAPON SCOUT
"BUYMENU_ITEM_AWP", // WEAPON AWP
"BUYMENU_ITEM_SHIELD", // WEAPON SHIELD
"BUYMENU_ITEM_C4", // WEAPON C4
// EQUIPMENT
"BUYMENU_ITEM_VEST", // WEAPON VEST
"BUYMENU_ITEM_VESTHELM", // WEAPON VESTHELM
"BUYMENU_ITEM_HE", // WEAPON HE GRENADE
"BUYMENU_ITEM_FLASHBANG", // WEAPON FLASHBANG
"BUYMENU_ITEM_SMOKE", // WEAPON SMOKE GRENADE
"BUYMENU_ITEM_NVG", // NVG
// KNIFE
"" // WEAPON KNIFE (not used)
}
new const bool:W_EOD[] =
{
false, // NULL
// PISTOLS
true, // WEAPON GLOCK18
true, // WEAPON USP
true, // WEAPON P228
true, // WEAPON DEAGLE
true, // WEAPON FIVESEVEN
true, // WEAPON ELITE
// SHOTGUNS
true, // WEAPON M3
true, // WEAPON XM1014
// SMGs
true, // WEAPON TMP
true, // WEAPON MAC10
true, // WEAPON MP5NAVY
true, // WEAPON UMP45
true, // WEAPON P90
// RIFLES
true, // WEAPON GALIL
true, // WEAPON FAMAS
true, // WEAPON AK47
true, // WEAPON M4A1
true, // WEAPON AUG
true, // WEAPON SG552
// SPECIAL ITEMS
#if defined INCLUDE_MOLOTOV
true, // WEAPON MOLOTOV
#else
false, // WEAPON MOLOTOV
#endif
true, // WEAPON M249
true, // WEAPON SG550
true, // WEAPON G3SG1
true, // WEAPON SCOUT
true, // WEAPON AWP
true, // WEAPON SHIELD
true, // WEAPON C4
// EQUIPMENT
true, // WEAPON VEST
true, // WEAPON VESTHELM
true, // WEAPON HE GRENADE
true, // WEAPON FLASHBANG
true, // WEAPON SMOKE GRENADE
true, // NVG
// KNIFE
true // WEAPON KNIFE
}
new const g_iClip[] =
{
0, // (unknown)
// PISTOLS
20, // GLOCK18
12, // USP
13, // P228
7, // DEAGLE
20, // FIVESEVEN
30, // WEAPON ELITE
// SHOTGUNS
8, // WEAPON M3
7, // WEAPON XM1014
// SMGs
30, // WEAPON TMP
30, // WEAPON MAC10
30, // WEAPON MP5NAVY
25, // WEAPON UMP45
50, // WEAPON P90
// RIFLES
35, // WEAPON GALIL
25, // WEAPON FAMAS
30, // WEAPON AK47
30, // WEAPON M4A1
30, // WEAPON AUG
30, // WEAPON SG552
// SPECIAL ITEMS
0, // WEAPON MOLOTOV (not used)
100, // WEAPON M249
30, // WEAPON SG550
20, // WEAPON G3SG1
10, // WEAPON SCOUT
10, // WEAPON AWP
0, // WEAPON SHIELD (not used)
0, // WEAPON C4 (not used)
// EQUIPMENT
0, // WEAPON Kevlar (not used)
0, // WEAPON Kevlar + Helm (not used)
0, // WEAPON HEGRENADE (not used)
0, // WEAPON FLASHBANG (not used)
0, // WEAPON SMOKEGRENADE (not used)
0, // NVG (not used)
// KNIFE
0 // WEAPON KNIFE (not used)
}
new const g_iBPAmmo[] =
{
0, // (unknown)
// PISTOLS
120, // WEAPON GLOCK18
100, // WEAPON USP
52, // WEAPON P228
35, // WEAPON DEAGLE
100, // WEAPON FIVESEVEN
120, // WEAPON ELITE
// SHOTGUNS
32, // WEAPON M3
32, // WEAPON XM1014
// SMGs
120, // WEAPON TMP
100, // WEAPON MAC10
120, // WEAPON MP5NAVY
100, // WEAPON UMP45
100, // WEAPON P90
// RIFLES
90, // WEAPON GALIL
90, // WEAPON FAMAS
90, // WEAPON AK47
90, // WEAPON M4A1
90, // WEAPON AUG
90, // WEAPON SG552
// SPECIAL ITEMS
0, // MOLOTOV (not used)
200, // M249
90, // SG550
90, // G3SG1
90, // SCOUT
30, // AWP
0, // SHIELD
0, // C4 (not used)
// EQUIPMENT
0, // Kevlar (not used)
0, // Kevlar + Helm (not used)
0, // WEAPON HEGRENADE (not used)
0, // WEAPON FLASHBANG (not used)
0, // WEAPON SMOKEGRENADE (not used)
0, // NVG (not used)
// KNIFE
0 // WEAPON KNIFE (not used)
}
#if FEATURE_BUY == true
new const g_iWeaponPrice[] =
{
0, // (unknown)
// PISTOLS
400, // GLOCK18
500, // USP
600, // P228
650, // DEAGLE
750, // FIVESEVEN
1000, // WEAPON ELITE
// SHOTGUNS
1700, // WEAPON M3
3000, // WEAPON XM1014
// SMGs
1250, // WEAPON TMP
1400, // WEAPON MAC10
1500, // WEAPON MP5NAVY
1700, // WEAPON UMP45
2350, // WEAPON P90
// RIFLES
2000, // WEAPON GALIL
2250, // WEAPON FAMAS
2500, // WEAPON AK47
3100, // WEAPON M4A1
3500, // WEAPON AUG
3500, // WEAPON SG552
// SPECIAL ITEMS
500, // WEAPON MOLOTOV
5000, // WEAPON M249
6000, // WEAPON SG550
7000, // WEAPON G3SG1
6000, // WEAPON SCOUT
8000, // WEAPON AWP
10000, // WEAPON SHIELD
12000, // WEAPON C4
// EQUIPMENT
650, // WEAPON Kevlar
1000, // WEAPON Kevlar + Helm
300, // WEAPON HEGRENADE
200, // WEAPON FLASHBANG
100, // WEAPON SMOKEGRENADE
1250, // NVG
// KNIFE
0 // WEAPON KNIFE (not used)
}
new const g_iCheapestPrice[] =
{
0, // (unknown)
// PISTOLS
W_GLOCK18,
// SHOTGUNS
W_M3,
// SMGs
W_TMP,
// RIFLES
W_GALIL,
// SPECIAL ITEMS
W_MOLOTOV,
// AMMO
0, // (not used)
// EQUIPMENT
W_SMOKEGRENADE
}