Şöyle birşey yaptım işine yarar ise kullanabilirsin, her adam öldürünce sayaç 1 artar ve 9'a kadar sesler çalar 9'dan sonra birşey çalmaz, her öldüğünde sayaç sıfırlanır.
Eksikleri var ise geri dönüş yapabilirsin buyur;
Kod: Tümünü seç
#include <amxmodx>
#include <reapi>
new g_iKillMeter[MAX_PLAYERS+1];
enum _: soundenum {
wavfirst,
wavsecond,
wavthird,
wavfourth,
wavfifth,
wavsixth,
wavseventh,
waveighth,
wavninht
};
new const sound[soundenum][] = {
"misc/kill_1.wav",
"misc/kill_2.wav",
"misc/kill_3.wav",
"misc/kill_4.wav",
"misc/kill_5.wav",
"misc/kill_6.wav",
"misc/kill_7.wav",
"misc/kill_8.wav",
"misc/kill_9.wav"
};
public plugin_init(){
register_plugin("Player Combo Effects", "0.1", "` BesTCore;");
RegisterHookChain(RG_CBasePlayer_Killed, "CBasePlayer_Killed_Post", .post = true);
}
public CBasePlayer_Killed_Post(const pVictim, const pAttacker, iGib){
if(!is_user_connected(pAttacker) || pAttacker == pVictim){
return;
}
g_iKillMeter[pVictim] = 0;
g_iKillMeter[pAttacker]++;
switch(g_iKillMeter[pAttacker]){
case 1: rg_send_audio(pAttacker, sound[wavfirst]);
case 2: rg_send_audio(pAttacker, sound[wavsecond]);
case 3: rg_send_audio(pAttacker, sound[wavthird]);
case 4: rg_send_audio(pAttacker, sound[wavfourth]);
case 5: rg_send_audio(pAttacker, sound[wavfifth]);
case 7: rg_send_audio(pAttacker, sound[wavsixth]);
case 8: rg_send_audio(pAttacker, sound[wavseventh]);
case 9: rg_send_audio(pAttacker, sound[waveighth]);
case 10: rg_send_audio(pAttacker, sound[wavninht]);
}
}
public plugin_precache(){
for(new i = 0; i <soundenum; i++){
precache_sound(sound[i]);
}
}
public client_disconnected(id){
g_iKillMeter[id] = 0;
}