TooLz
03-23-2007, 11:55 AM
Found this list of pev values, making my life a little easier below:
enum
{
pev_string_start = 0, // ignore all "pev_*_start" and "pev_*_end"
pev_classname,
pev_globalname,
pev_model,
pev_target,
pev_targetname,
pev_netname,
pev_message,
pev_noise,
pev_noise1,
pev_noise2,
pev_noise3,
pev_string_end,
pev_edict_start,
pev_chain,
pev_dmg_inflictor,
pev_enemy,
pev_aiment,
pev_owner,
pev_groundentity,
pev_euser1,
pev_euser2,
pev_euser3,
pev_euser4,
pev_edict_end,
pev_float_start,
pev_impacttime,
pev_starttime,
pev_idealpitch,
pev_pitch_speed,
pev_yaw_speed,
pev_ltime,
pev_nextthink,
pev_gravity,
pev_friction,
pev_frame,
pev_animtime,
pev_framerate,
pev_scale,
pev_renderamt,
pev_health,
pev_frags,
pev_takedamage,
pev_max_health,
pev_teleport_time,
pev_armortype,
pev_armorvalue,
pev_dmg_take,
pev_dmg_save,
pev_dmg,
pev_dmgtime,
pev_speed,
pev_air_finished,
pev_pain_finished,
pev_radsuit_finished,
pev_maxspeed,
pev_fov,
pev_flFallVelocity,
pev_fuser1,
pev_fuser2,
pev_fuser3,
pev_fuser4,
pev_float_end,
pev_int_start,
pev_fixangle,
pev_modelindex,
pev_viewmodel,
pev_weaponmodel,
pev_movetype,
pev_solid,
pev_skin,
pev_body,
pev_effects,
pev_light_level,
pev_sequence,
pev_gaitsequence,
pev_rendermode,
pev_renderfx,
pev_weapons,
pev_deadflag,
pev_button,
pev_impulse,
pev_spawnflags,
pev_flags,
pev_colormap,
pev_team,
pev_waterlevel,
pev_watertype,
pev_playerclass,
pev_weaponanim,
pev_pushmsec,
pev_bInDuck,
pev_flTimeStepSound,
pev_flSwimTime,
pev_flDuckTime,
pev_iStepLeft,
pev_gamestate,
pev_oldbuttons,
pev_groupinfo,
pev_iuser1,
pev_iuser2,
pev_iuser3,
pev_iuser4,
pev_int_end,
pev_vec_start,
pev_origin_x,
pev_origin_y,
pev_origin_z,
pev_oldorigin_x,
pev_oldorigin_y,
pev_oldorigin_z,
pev_velocity_x,
pev_velocity_y,
pev_velocity_z,
pev_basevelocity_x,
pev_basevelocity_y,
pev_basevelocity_z,
pev_clbasevelocity_x,
pev_clbasevelocity_y,
pev_clbasevelocity_z,
pev_movedir_x,
pev_movedir_y,
pev_movedir_z,
pev_angles_x,
pev_angles_y,
pev_angles_z,
pev_avelocity_x,
pev_avelocity_y,
pev_avelocity_z,
pev_v_angle_x,
pev_v_angle_y,
pev_v_angle_z,
pev_endpos_x,
pev_endpos_y,
pev_endpos_z,
pev_startpos_x,
pev_startpos_y,
pev_startpos_z,
pev_absmin_x,
pev_absmin_y,
pev_absmin_z,
pev_absmax_x,
pev_absmax_y,
pev_absmax_z,
pev_mins_x,
pev_mins_y,
pev_mins_z,
pev_maxs_x,
pev_maxs_y,
pev_maxs_z,
pev_size_x,
pev_size_y,
pev_size_z,
pev_rendercolor_x,
pev_rendercolor_y,
pev_rendercolor_z,
pev_view_ofs_x,
pev_view_ofs_y,
pev_view_ofs_z,
pev_vuser1_x,
pev_vuser1_y,
pev_vuser1_z,
pev_vuser2_x,
pev_vuser2_y,
pev_vuser2_z,
pev_vuser3_x,
pev_vuser3_y,
pev_vuser3_z,
pev_vuser4_x,
pev_vuser4_y,
pev_vuser4_z,
pev_vec_end,
pev_vecl_start,
pev_vec_x,
pev_vec_y,
pev_vec_z,
pev_vecl_end,
pev_byte_start,
pev_controller_0,
pev_controller_1,
pev_controller_2,
pev_controller_3,
pev_blending_0,
pev_blending_1,
pev_byte_end,
pev_bytearray_start,
pev_controller,
pev_blending,
pev_bytearray_end,
pev_vecarray_start,
pev_origin,
pev_oldorigin,
pev_velocity,
pev_basevelocity,
pev_clbasevelocity,
pev_movedir,
pev_angles,
pev_avelocity,
pev_v_angle,
pev_endpos,
pev_startpos,
pev_absmin,
pev_absmax,
pev_mins,
pev_maxs,
pev_size,
pev_rendercolor,
pev_view_ofs,
pev_vuser1,
pev_vuser2,
pev_vuser3,
pev_vuser4,
pev_punchangle,
pev_vecarray_end
}
Did this assuming pev_weapons was my way to go:
public cmdScopedFG42(id){
pev(id, pev_weapons)&(0<<32)
return PLUGIN_HANDLED
}
Still failed.. lol
Cya
TooLz
03-25-2007, 11:42 AM
stock detect_weapon_id(id) {
// Big thanks to Wilson for this stock!
new m_iCurEnt = -1, m_iWpnEnt = 0, m_szWpn[32];
new clip, ammo, m_iWpn = get_user_weapon(id,clip,ammo);
xmod_get_wpnlogname( m_iWpn, m_szWpn, 31 ); // Requires DoDX Module
format( m_szWpn, 31, "weapon_%s", m_szWpn );
if(equal(m_szWpn, "weapon_scoped_enfield")) m_szWpn = "weapon_enfield";
new Float:m_flOrigin[3];
pev( id, pev_origin, m_flOrigin );
while( ( m_iCurEnt = engfunc( EngFunc_FindEntityInSphere, m_iCurEnt, m_flOrigin, Float:1.0 ) ) != 0 ) {
new m_szClassname[32];
pev( m_iCurEnt, pev_classname, m_szClassname, 31 );
if( equal( m_szClassname, m_szWpn ) )
m_iWpnEnt = m_iCurEnt;
}
return m_iWpnEnt;
}
public cmdMakeScoped(id){
set_pdata_int(detect_weapon_id(id),115,1)
}
Great work, thanks for the help Wilson, and everyone - Enjoy the finally long awaited complete version of Weapons Mod 2.0
Cya
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