Mümkün, ancak özel bir eklenti o dediğiniz. @Yek'-ta nın eklentisi.strike01 yazdı: Çrş Eki 31, 2018 4:21 am usta 1 tane serverda görmüştüm oyun baslamadan önce 10 saniye yakın bir süre bekliyorduk selam veriyordu herkes sonr otomatik restart atılıyordu oyun baslıyordu bunuda o sekilde kullanmak mümkünmü örnek şu şekilde yeni oyun basladında selam verilerek baslasin ?
CSO Emotion / DuyguLar
Moderatör: Moderatörler
					Forum kuralları
DİKKAT !
Konu Başlığı veya içeriği BÜYÜK HARFLERLE olan konular direk silenecektir !
Burası eklenti paylaşım bölümüdür ve yönetici onaylıdır. Alakasız konular hiçbir şekilde onaylanmayacaktır
Eklenti eklerken eklenti kurallarına uyulması gerekir.
En önemlisi paylaşılan eklenti şablonuna uyulması gerekir.
Bu hususlara dikkat edilmeyip paylaşılan eklenti konuları silenecektir.
	DİKKAT !
Konu Başlığı veya içeriği BÜYÜK HARFLERLE olan konular direk silenecektir !
Burası eklenti paylaşım bölümüdür ve yönetici onaylıdır. Alakasız konular hiçbir şekilde onaylanmayacaktır
Eklenti eklerken eklenti kurallarına uyulması gerekir.
En önemlisi paylaşılan eklenti şablonuna uyulması gerekir.
Bu hususlara dikkat edilmeyip paylaşılan eklenti konuları silenecektir.
- 
				
ulyoS
 
- Mesajlar: 4525
- Kayıt: Cum Ara 16, 2016 2:14 pm
- Konum: İzmir
CSO Emotion / DuyguLar
Etiketler:
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- 
				PaZee
 
- Mesajlar: 1762
- Kayıt: Çrş Şub 22, 2017 11:28 pm
- Konum: Istanbul
- Server Ip/DNS: Cs.teknoklan.com
- Clan İsmi: TeknoKlan
- İletişim:
CSO Emotion / DuyguLar
gelişmiş degil, gelişmişi mevcut ama yekta abi emek vermiş bende böylece paylaşamam dimi  
 
el başlayınca rasgele hareket yapar
			
			
									
									
			 
 Kod: Tümünü seç
#include <amxmodx>
#include <fakemeta>
#include <fakemeta_util>
#include <hamsandwich>
#include <engine>
#define PLUGIN "CSO Emotion"
#define VERSION "2.3"
#define AUTHOR "Dias"
#define MAX_EMOTION 6
#define BUTTON_HOLDTIME 0.5
#define USE_TYPE 1 // 1 = J Button (Cheer); 2 = Hold R Button
#define TASK_EMOTION 1962
#define TASK_HOLDTIME 1963
new const p_model[] = "models/cso_emotion/cso_emotion2.mdl"
new const v_model[] = "models/cso_emotion/v_cso_emotion_v23.mdl"
new const Resource_Sound[MAX_EMOTION][] = 
{
	"cso_emotion/man_angry.wav",
	"cso_emotion/man_dance.wav",
	"cso_emotion/man_hi.wav",
	"cso_emotion/man_joy.wav",
	"cso_emotion/man_procoke.wav",
	"cso_emotion/man_special.wav"		
}
new Emotion_Name[MAX_EMOTION][] = 
{
	"Merhaba",
	"Kiskirtma",
	"Sevinç",
	"Kizgin",
	"Dans",
	"Ozel"
}
new Float:Emotion_Time[MAX_EMOTION] = 
{
	3.0,
	7.0,
	4.5,
	3.8,
	6.7,
	6.0
}
enum
{
	EMO_HI = 0,
	EMO_PROVOKE,
	EMO_JOY,
	EMO_ANGRY,
	EMO_DANCE,
	EMO_SPECIAL1
}
new g_InDoingEmo[33], g_AnimEnt[33], g_AvtEnt[33], g_OldWeapon[33], g_OldKnifeModel[33][128]
new g_MaxPlayers, g_HoldingButton[33]
public plugin_init()
{
	register_plugin(PLUGIN, VERSION, AUTHOR)
	
	register_event("HLTV", "Event_NewRound", "a", "1=0", "2=0")
	register_event("DeathMsg", "Event_DeathMsg", "a")
	
	RegisterHam(Ham_Spawn, "player", "fw_PlayerSpawn_Post", 1)
	
	
	g_MaxPlayers = get_maxplayers()
}
public plugin_precache()
{
	engfunc(EngFunc_PrecacheModel, p_model)
	engfunc(EngFunc_PrecacheModel, v_model)
	precache_model( "models/rpgrocket.mdl" ); 
	
	for(new i = 0; i < sizeof(Resource_Sound); i++)
		engfunc(EngFunc_PrecacheSound, Resource_Sound[i])
}
public Event_NewRound()
{
	for(new i = 0; i < g_MaxPlayers; i++)
	{
		if(!is_user_connected(i))
			continue
			
		Reset_Var(i)
	}
}
public Event_DeathMsg()
{
	static Victim; Victim = read_data(2)
	Do_Reset_Emotion(Victim)
}
public fw_PlayerSpawn_Post(id)
{
	
	new Flags = pev(id, pev_flags)
						
	set_pev(id, pev_flags, Flags | FL_FROZEN)		
	
	set_task(1.0,"hareketyap",id+5555)
}
public hareketyap(id)
{
	id = id-5555
	if(is_user_connected(id) && is_user_alive(id))
	{
		
		set_view( id, CAMERA_3RDPERSON )
		new Flags = pev(id, pev_flags)
						
		set_pev(id, pev_flags, Flags | FL_FROZEN)		
	
		Set_Emotion_Start(id,0)
	}
}
public Reset_Var(id)
{
	if(!is_user_connected(id))
		return
		
		
	if(task_exists(id+TASK_EMOTION)) remove_task(id+TASK_EMOTION)	
		
	Set_Entity_Invisible(id, 0)
	
	if(pev_valid(g_AnimEnt[id])) engfunc(EngFunc_RemoveEntity, g_AnimEnt[id])
	if(pev_valid(g_AvtEnt[id])) engfunc(EngFunc_RemoveEntity, g_AvtEnt[id])
	
	g_InDoingEmo[id] = 0
	g_AnimEnt[id] = g_AvtEnt[id] = 0	
	g_HoldingButton[id] = 0
	new Flags = pev(id, pev_flags)
	if(Flags & FL_FROZEN)
	{
		set_pev(id, pev_flags, Flags & ~FL_FROZEN)
		 set_view( id, CAMERA_NONE );
	}	
}
public Set_Emotion_Start(id, EmoId)
{
	g_InDoingEmo[id] = 1
	Set_Entity_Invisible(id, 1)
	
	Create_AvtEnt(id)
	Create_AnimEnt(id)
	
	if(!Check_Avalible(id)) return
	
	Do_Set_Emotion(id, EmoId)
}
public Create_AvtEnt(id)
{
	if(pev_valid(g_AvtEnt[id]))
		return
	
	g_AvtEnt[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
	if(!pev_valid(g_AvtEnt[id])) 
		return	
	
	static ent; ent = g_AvtEnt[id]
	set_pev(ent, pev_classname, "avatar")
	set_pev(ent, pev_owner, id)
	set_pev(ent, pev_movetype, MOVETYPE_FOLLOW)
	set_pev(ent, pev_solid, SOLID_NOT)
	// Set Model
	static PlayerModel[64]
	fm_cs_get_user_model(id, PlayerModel, sizeof(PlayerModel))
	
	format(PlayerModel, sizeof(PlayerModel), "models/player/%s/%s.mdl", PlayerModel, PlayerModel)
	engfunc(EngFunc_SetModel, g_AvtEnt[id], PlayerModel)	
	
	// Set Avatar
	set_pev(ent, pev_body, pev(id, pev_body))
	set_pev(ent, pev_skin, pev(id, pev_skin))
	
	set_pev(ent, pev_renderamt, pev(id, pev_renderamt))
	static Float:Color[3]; pev(id, pev_rendercolor, Color)
	set_pev(ent, pev_rendercolor, Color)
	set_pev(ent, pev_renderfx, pev(id, pev_renderfx))
	set_pev(ent, pev_rendermode, pev(id, pev_rendermode))
	
	Set_Entity_Invisible(ent, 0)
}
public Create_AnimEnt(id)
{
	if(pev_valid(g_AnimEnt[id]))
		return
			
	g_AnimEnt[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
	
	if(!pev_valid(g_AnimEnt[id])) 
		return
		
	static ent; ent = g_AnimEnt[id]
	set_pev(ent, pev_classname, "AnimEnt")
	set_pev(ent, pev_owner, id)
	set_pev(ent, pev_movetype, MOVETYPE_TOSS)
	
	engfunc(EngFunc_SetModel, ent, p_model)
	engfunc(EngFunc_SetSize, ent, {-16.0, -16.0, 0.0}, {16.0, 16.0, 72.0})
	set_pev(ent, pev_solid, SOLID_BBOX)
	
	engfunc(EngFunc_DropToFloor, ent)
	Set_Entity_Invisible(ent, 0)
	
	set_pev(ent, pev_nextthink, get_gametime() + 0.1)
}
public Check_Avalible(id)
{
	if(!pev_valid(g_AnimEnt[id]) || !pev_valid(g_AvtEnt[id]))
	{
		Do_Reset_Emotion(id)
		return 0
	}
		
	return 1
}
public Do_Set_Emotion(id, EmoId)
{
	// Set Player Emotion
	static Float:Origin[3], Float:Angles[3], Float:Velocity[3]
		
	pev(id, pev_origin, Origin); pev(id, pev_angles, Angles); pev(id, pev_velocity, Velocity)
		
	Origin[2] -= 36.0
	set_pev(g_AnimEnt[id], pev_origin, Origin)
		
	Angles[0] = 0.0; Angles[2] = 0.0
	set_pev(g_AnimEnt[id], pev_angles, Angles)
	set_pev(g_AnimEnt[id], pev_velocity, Velocity)
		
	set_pev(g_AvtEnt[id], pev_aiment, g_AnimEnt[id])
	Set_Entity_Anim(g_AnimEnt[id], EmoId, 1)
	
	
	if(task_exists(id+TASK_EMOTION)) remove_task(id+TASK_EMOTION)
	set_task(Emotion_Time[EmoId], "Reset_Emotion", id+TASK_EMOTION)
}
public Reset_Emotion(id)
{
	id -= TASK_EMOTION
	
	if(!is_user_connected(id))
		return
	if(!g_InDoingEmo[id])
		return
		
	Do_Reset_Emotion(id)
}
public Do_Reset_Emotion(id)
{
	if(!is_user_connected(id))
		return
	if(!g_InDoingEmo[id])
		return
		
	if(task_exists(id+TASK_EMOTION)) remove_task(id+TASK_EMOTION)
	Set_Entity_Invisible(id, 0)
	
	if(pev_valid(g_AnimEnt[id])) engfunc(EngFunc_RemoveEntity, g_AnimEnt[id])
	if(pev_valid(g_AvtEnt[id])) engfunc(EngFunc_RemoveEntity, g_AvtEnt[id])
	
	g_AnimEnt[id] = g_AvtEnt[id] = 0
	
	if(is_user_alive(id))
	{
		new Flags = pev(id, pev_flags)
		if(Flags & FL_FROZEN)
		{
			set_pev(id, pev_flags, Flags & ~FL_FROZEN)
			
		}		
		 set_view( id, CAMERA_NONE );
	}
	
	g_InDoingEmo[id] = 0
}
public fw_CmdStart(id, uc_handle, seed)
{
	if(!is_user_alive(id))
		return
	
		
	static CurButton; CurButton = get_uc(uc_handle, UC_Buttons)
	
	if((CurButton & IN_ATTACK) || (CurButton & IN_ATTACK2) || (CurButton & IN_DUCK) || (CurButton & IN_JUMP))
	{
		Do_Reset_Emotion(id)
		return
	}
	
	static Float:Velocity[3], Float:Vector
	pev(id, pev_velocity, Velocity); Vector = vector_length(Velocity)
	
	if(Vector != 0.0)
	{
		Do_Reset_Emotion(id)
		return
	}
	
	/*
	if(get_user_weapon(id) != CSW_KNIFE)
	{
		Do_Reset_Emotion(id)
		return
	}*/
}
public fw_AddToFullPack_Post(es_handle, e , ent, host, hostflags, player, pSet)
{
	if(!is_user_alive(host) && !pev_valid(ent))
		return FMRES_IGNORED
	if(g_AnimEnt[host] != ent)
		return FMRES_IGNORED
			
	set_es(es_handle, ES_Effects, get_es(es_handle, ES_Effects) | EF_NODRAW)
	return FMRES_IGNORED
}
public fw_Think(ent)
{
	if(!pev_valid(ent))
		return
		
	static Classname[64]
	pev(ent, pev_classname, Classname, sizeof(Classname))
	
	if(equal(Classname, "AnimEnt"))
	{
		static id; id = pev(ent, pev_owner)
		if(!is_user_alive(id))
			return
			
		// Set Player Emotion
		static Float:Angles[3], Float:Angles2[3]
		
		pev(id, pev_angles, Angles)
		pev(ent, pev_angles, Angles2)
		
		Angles[0] = 0.0; Angles[2] = 0.0
		
		if(Angles[1] != Angles2[1]) set_pev(ent, pev_angles, Angles)
		set_pev(ent, pev_nextthink, get_gametime() + 0.05)
		
		if(pev(ent, pev_effects) == (pev(ent, pev_effects) | EF_NODRAW)) Set_Entity_Invisible(ent, 0)
	}
}
stock fm_cs_get_user_model(id, Model[], Len)
{
	if(!is_user_connected(id))
		return
		
	engfunc(EngFunc_InfoKeyValue, engfunc(EngFunc_GetInfoKeyBuffer, id), "model", Model, Len)
}
stock Set_Entity_Invisible(ent, Invisible = 1)
{
	if(!pev_valid(ent))
		return
		
	set_pev(ent, pev_effects, Invisible == 0 ? pev(ent, pev_effects) & ~EF_NODRAW : pev(ent, pev_effects) | EF_NODRAW)
}
stock Set_Entity_Anim(ent, Anim, ResetFrame)
{
	if(!pev_valid(ent))
		return
		
	set_pev(ent, pev_animtime, get_gametime())
	set_pev(ent, pev_framerate, 1.0)
	set_pev(ent, pev_sequence, Anim)
	if(ResetFrame) set_pev(ent, pev_frame, 0)
}
stock client_printc(index, const text[], any:...)
{
	new szMsg[128];
	vformat(szMsg, sizeof(szMsg) - 1, text, 3);
	replace_all(szMsg, sizeof(szMsg) - 1, "!g", "^x04");
	replace_all(szMsg, sizeof(szMsg) - 1, "!n", "^x01");
	replace_all(szMsg, sizeof(szMsg) - 1, "!t", "^x03");
	if(index == 0)
	{
		for(new i = 0; i < g_MaxPlayers; i++)
		{
			if(!is_user_connected(i))
				continue
			
			message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("SayText"), _, i)
			write_byte(i)
			write_string(szMsg)
			message_end()
		}		
	} else {
		message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("SayText"), _, index);
		write_byte(index);
		write_string(szMsg);
		message_end();
	}
}
| Link: | |
| Linklerini gizle | 
- 
				strike01
 
- Mesajlar: 9
- Kayıt: Pzr Ara 24, 2017 12:28 am
CSO Emotion / DuyguLar
teşekür ederim paylaşımın için rasgale demişsin hocam peki sadece selam vermesi icin yapmak mümkünmüPaZee yazdı: Çrş Eki 31, 2018 9:08 pm gelişmiş degil, gelişmişi mevcut ama yekta abi emek vermiş bende böylece paylaşamam dimi
el başlayınca rasgele hareket yaparKod: Tümünü seç
#include <amxmodx> #include <fakemeta> #include <fakemeta_util> #include <hamsandwich> #include <engine> #define PLUGIN "CSO Emotion" #define VERSION "2.3" #define AUTHOR "Dias" #define MAX_EMOTION 6 #define BUTTON_HOLDTIME 0.5 #define USE_TYPE 1 // 1 = J Button (Cheer); 2 = Hold R Button #define TASK_EMOTION 1962 #define TASK_HOLDTIME 1963 new const p_model[] = "models/cso_emotion/cso_emotion2.mdl" new const v_model[] = "models/cso_emotion/v_cso_emotion_v23.mdl" new const Resource_Sound[MAX_EMOTION][] = { "cso_emotion/man_angry.wav", "cso_emotion/man_dance.wav", "cso_emotion/man_hi.wav", "cso_emotion/man_joy.wav", "cso_emotion/man_procoke.wav", "cso_emotion/man_special.wav" } new Emotion_Name[MAX_EMOTION][] = { "Merhaba", "Kiskirtma", "Sevinç", "Kizgin", "Dans", "Ozel" } new Float:Emotion_Time[MAX_EMOTION] = { 3.0, 7.0, 4.5, 3.8, 6.7, 6.0 } enum { EMO_HI = 0, EMO_PROVOKE, EMO_JOY, EMO_ANGRY, EMO_DANCE, EMO_SPECIAL1 } new g_InDoingEmo[33], g_AnimEnt[33], g_AvtEnt[33], g_OldWeapon[33], g_OldKnifeModel[33][128] new g_MaxPlayers, g_HoldingButton[33] public plugin_init() { register_plugin(PLUGIN, VERSION, AUTHOR) register_event("HLTV", "Event_NewRound", "a", "1=0", "2=0") register_event("DeathMsg", "Event_DeathMsg", "a") RegisterHam(Ham_Spawn, "player", "fw_PlayerSpawn_Post", 1) g_MaxPlayers = get_maxplayers() } public plugin_precache() { engfunc(EngFunc_PrecacheModel, p_model) engfunc(EngFunc_PrecacheModel, v_model) precache_model( "models/rpgrocket.mdl" ); for(new i = 0; i < sizeof(Resource_Sound); i++) engfunc(EngFunc_PrecacheSound, Resource_Sound[i]) } public Event_NewRound() { for(new i = 0; i < g_MaxPlayers; i++) { if(!is_user_connected(i)) continue Reset_Var(i) } } public Event_DeathMsg() { static Victim; Victim = read_data(2) Do_Reset_Emotion(Victim) } public fw_PlayerSpawn_Post(id) { new Flags = pev(id, pev_flags) set_pev(id, pev_flags, Flags | FL_FROZEN) set_task(1.0,"hareketyap",id+5555) } public hareketyap(id) { id = id-5555 if(is_user_connected(id) && is_user_alive(id)) { set_view( id, CAMERA_3RDPERSON ) new Flags = pev(id, pev_flags) set_pev(id, pev_flags, Flags | FL_FROZEN) Set_Emotion_Start(id,0) } } public Reset_Var(id) { if(!is_user_connected(id)) return if(task_exists(id+TASK_EMOTION)) remove_task(id+TASK_EMOTION) Set_Entity_Invisible(id, 0) if(pev_valid(g_AnimEnt[id])) engfunc(EngFunc_RemoveEntity, g_AnimEnt[id]) if(pev_valid(g_AvtEnt[id])) engfunc(EngFunc_RemoveEntity, g_AvtEnt[id]) g_InDoingEmo[id] = 0 g_AnimEnt[id] = g_AvtEnt[id] = 0 g_HoldingButton[id] = 0 new Flags = pev(id, pev_flags) if(Flags & FL_FROZEN) { set_pev(id, pev_flags, Flags & ~FL_FROZEN) set_view( id, CAMERA_NONE ); } } public Set_Emotion_Start(id, EmoId) { g_InDoingEmo[id] = 1 Set_Entity_Invisible(id, 1) Create_AvtEnt(id) Create_AnimEnt(id) if(!Check_Avalible(id)) return Do_Set_Emotion(id, EmoId) } public Create_AvtEnt(id) { if(pev_valid(g_AvtEnt[id])) return g_AvtEnt[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target")) if(!pev_valid(g_AvtEnt[id])) return static ent; ent = g_AvtEnt[id] set_pev(ent, pev_classname, "avatar") set_pev(ent, pev_owner, id) set_pev(ent, pev_movetype, MOVETYPE_FOLLOW) set_pev(ent, pev_solid, SOLID_NOT) // Set Model static PlayerModel[64] fm_cs_get_user_model(id, PlayerModel, sizeof(PlayerModel)) format(PlayerModel, sizeof(PlayerModel), "models/player/%s/%s.mdl", PlayerModel, PlayerModel) engfunc(EngFunc_SetModel, g_AvtEnt[id], PlayerModel) // Set Avatar set_pev(ent, pev_body, pev(id, pev_body)) set_pev(ent, pev_skin, pev(id, pev_skin)) set_pev(ent, pev_renderamt, pev(id, pev_renderamt)) static Float:Color[3]; pev(id, pev_rendercolor, Color) set_pev(ent, pev_rendercolor, Color) set_pev(ent, pev_renderfx, pev(id, pev_renderfx)) set_pev(ent, pev_rendermode, pev(id, pev_rendermode)) Set_Entity_Invisible(ent, 0) } public Create_AnimEnt(id) { if(pev_valid(g_AnimEnt[id])) return g_AnimEnt[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target")) if(!pev_valid(g_AnimEnt[id])) return static ent; ent = g_AnimEnt[id] set_pev(ent, pev_classname, "AnimEnt") set_pev(ent, pev_owner, id) set_pev(ent, pev_movetype, MOVETYPE_TOSS) engfunc(EngFunc_SetModel, ent, p_model) engfunc(EngFunc_SetSize, ent, {-16.0, -16.0, 0.0}, {16.0, 16.0, 72.0}) set_pev(ent, pev_solid, SOLID_BBOX) engfunc(EngFunc_DropToFloor, ent) Set_Entity_Invisible(ent, 0) set_pev(ent, pev_nextthink, get_gametime() + 0.1) } public Check_Avalible(id) { if(!pev_valid(g_AnimEnt[id]) || !pev_valid(g_AvtEnt[id])) { Do_Reset_Emotion(id) return 0 } return 1 } public Do_Set_Emotion(id, EmoId) { // Set Player Emotion static Float:Origin[3], Float:Angles[3], Float:Velocity[3] pev(id, pev_origin, Origin); pev(id, pev_angles, Angles); pev(id, pev_velocity, Velocity) Origin[2] -= 36.0 set_pev(g_AnimEnt[id], pev_origin, Origin) Angles[0] = 0.0; Angles[2] = 0.0 set_pev(g_AnimEnt[id], pev_angles, Angles) set_pev(g_AnimEnt[id], pev_velocity, Velocity) set_pev(g_AvtEnt[id], pev_aiment, g_AnimEnt[id]) Set_Entity_Anim(g_AnimEnt[id], EmoId, 1) if(task_exists(id+TASK_EMOTION)) remove_task(id+TASK_EMOTION) set_task(Emotion_Time[EmoId], "Reset_Emotion", id+TASK_EMOTION) } public Reset_Emotion(id) { id -= TASK_EMOTION if(!is_user_connected(id)) return if(!g_InDoingEmo[id]) return Do_Reset_Emotion(id) } public Do_Reset_Emotion(id) { if(!is_user_connected(id)) return if(!g_InDoingEmo[id]) return if(task_exists(id+TASK_EMOTION)) remove_task(id+TASK_EMOTION) Set_Entity_Invisible(id, 0) if(pev_valid(g_AnimEnt[id])) engfunc(EngFunc_RemoveEntity, g_AnimEnt[id]) if(pev_valid(g_AvtEnt[id])) engfunc(EngFunc_RemoveEntity, g_AvtEnt[id]) g_AnimEnt[id] = g_AvtEnt[id] = 0 if(is_user_alive(id)) { new Flags = pev(id, pev_flags) if(Flags & FL_FROZEN) { set_pev(id, pev_flags, Flags & ~FL_FROZEN) } set_view( id, CAMERA_NONE ); } g_InDoingEmo[id] = 0 } public fw_CmdStart(id, uc_handle, seed) { if(!is_user_alive(id)) return static CurButton; CurButton = get_uc(uc_handle, UC_Buttons) if((CurButton & IN_ATTACK) || (CurButton & IN_ATTACK2) || (CurButton & IN_DUCK) || (CurButton & IN_JUMP)) { Do_Reset_Emotion(id) return } static Float:Velocity[3], Float:Vector pev(id, pev_velocity, Velocity); Vector = vector_length(Velocity) if(Vector != 0.0) { Do_Reset_Emotion(id) return } /* if(get_user_weapon(id) != CSW_KNIFE) { Do_Reset_Emotion(id) return }*/ } public fw_AddToFullPack_Post(es_handle, e , ent, host, hostflags, player, pSet) { if(!is_user_alive(host) && !pev_valid(ent)) return FMRES_IGNORED if(g_AnimEnt[host] != ent) return FMRES_IGNORED set_es(es_handle, ES_Effects, get_es(es_handle, ES_Effects) | EF_NODRAW) return FMRES_IGNORED } public fw_Think(ent) { if(!pev_valid(ent)) return static Classname[64] pev(ent, pev_classname, Classname, sizeof(Classname)) if(equal(Classname, "AnimEnt")) { static id; id = pev(ent, pev_owner) if(!is_user_alive(id)) return // Set Player Emotion static Float:Angles[3], Float:Angles2[3] pev(id, pev_angles, Angles) pev(ent, pev_angles, Angles2) Angles[0] = 0.0; Angles[2] = 0.0 if(Angles[1] != Angles2[1]) set_pev(ent, pev_angles, Angles) set_pev(ent, pev_nextthink, get_gametime() + 0.05) if(pev(ent, pev_effects) == (pev(ent, pev_effects) | EF_NODRAW)) Set_Entity_Invisible(ent, 0) } } stock fm_cs_get_user_model(id, Model[], Len) { if(!is_user_connected(id)) return engfunc(EngFunc_InfoKeyValue, engfunc(EngFunc_GetInfoKeyBuffer, id), "model", Model, Len) } stock Set_Entity_Invisible(ent, Invisible = 1) { if(!pev_valid(ent)) return set_pev(ent, pev_effects, Invisible == 0 ? pev(ent, pev_effects) & ~EF_NODRAW : pev(ent, pev_effects) | EF_NODRAW) } stock Set_Entity_Anim(ent, Anim, ResetFrame) { if(!pev_valid(ent)) return set_pev(ent, pev_animtime, get_gametime()) set_pev(ent, pev_framerate, 1.0) set_pev(ent, pev_sequence, Anim) if(ResetFrame) set_pev(ent, pev_frame, 0) } stock client_printc(index, const text[], any:...) { new szMsg[128]; vformat(szMsg, sizeof(szMsg) - 1, text, 3); replace_all(szMsg, sizeof(szMsg) - 1, "!g", "^x04"); replace_all(szMsg, sizeof(szMsg) - 1, "!n", "^x01"); replace_all(szMsg, sizeof(szMsg) - 1, "!t", "^x03"); if(index == 0) { for(new i = 0; i < g_MaxPlayers; i++) { if(!is_user_connected(i)) continue message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("SayText"), _, i) write_byte(i) write_string(szMsg) message_end() } } else { message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("SayText"), _, index); write_byte(index); write_string(szMsg); message_end(); } }
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				bilinmez
 
- Mesajlar: 16
- Kayıt: Pzt Nis 12, 2021 10:58 am
CSO Emotion / DuyguLar
komutu ne bulamadım ben /duygular mı valla gozumun onundeyse gormedıysem caktırmayın rezıl olmayak 
(NOT : j tusunda baske bı komut var sv ıle alakalı ondan mrk ettım)
			
			
									
									
			
(NOT : j tusunda baske bı komut var sv ıle alakalı ondan mrk ettım)
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				warping55
 
- Mesajlar: 47
- Kayıt: Pzr Ağu 21, 2016 2:06 pm
CSO Emotion / DuyguLar
reis bind kodu ne tusta baaska birşey var acılmadı duygu menü
			
			
									
									
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				alikvp
 
- Mesajlar: 77
- Kayıt: Sal Eki 10, 2017 3:12 am
- Konum: Bolu
- Server Ip/DNS: cs18.csduragi.com
- Clan İsmi: GökBörü DM
- İletişim:
CSO Emotion / DuyguLar
bu eklenti hatali csd panel uzerinden herseyi yaptigimiz halde sunucu kapatiyor sorunlu bakilmasi gerek
			
			
									
									
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