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Pluginden Yetki Kaldırma Hk.

Pluginden Yetki Kaldırma Hk.
PHP Kod:
#pragma semicolon 1

#include <amxmodx>
#include <reapi>

new const g_szC4Model[] = "models/eosm/v_c4eosm.mdl";

#define iPermission ADMIN_KICK

new const g_szFile[] = "addons/amxmodx/configs/SilahModelleri2.ini";   // Modeli değiştirilecek silahların bulunduğu dosya.

enum any:ModelsData
{
    
aWeaponCode[32],
    
aWeaponViewModel[MAX_FMT_LENGTH],
    
aWeaponPlayerModel[MAX_FMT_LENGTH]
};
new Array:
g_aModels;

public 
plugin_init()
{
    
register_plugin("Change the Model for Weapons", "0.1", "` BesTCore;");

    
RegisterHookChain(RG_CBasePlayerWeapon_DefaultDeploy, "RG_CBasePlayerWeapon_DefaultDeploy_Pre", .post = false);
}
public 
plugin_precache()
{
    
precache_model(g_szC4Model);

    
g_aModels = ArrayCreate(ModelsData);

    new 
iFile = fopen(g_szFile, "rt");

    if(
iFile)
    {
        
enum _:Models
        
{
            
szWeaponCode[32],
            
szWeaponViewModel[MAX_FMT_LENGTH],
            
szWeaponPlayerModel[MAX_FMT_LENGTH]
        };

        new 
szBuffer[MAX_FMT_LENGTH],
            
szModels[Models],
            
aData[ModelsData];
        
        while(
fgets(iFile, szBuffer, charsmax(szBuffer)))
        {
            
trim(szBuffer);

            if(
szBuffer[0] == EOS || szBuffer[0] == ';')
            {
                continue;
            }

            
parse(szBuffer, szModels[szWeaponCode], charsmax(szModels), szModels[szWeaponViewModel], charsmax(szModels), szModels[szWeaponPlayerModel], charsmax(szModels));

            
copy(aData[aWeaponCode], charsmax(aData), szModels[szWeaponCode]);
            
copy(aData[aWeaponViewModel], charsmax(aData), szModels[szWeaponViewModel]);
            
copy(aData[aWeaponPlayerModel], charsmax(aData), szModels[szWeaponPlayerModel]);

            
ArrayPushArray(g_aModels, aData);

            new 
iFirstLen = strlen(aData[aWeaponViewModel]), iSecondLen = strlen(aData[aWeaponPlayerModel]);

            if(
iFirstLen > 0)
            {
                
precache_model(aData[aWeaponViewModel]);
            }
            if(
iSecondLen > 0)
            {
                
precache_model(aData[aWeaponPlayerModel]);
            }
        }

        
fclose(iFile);
    }
}
public 
plugin_end()
{
    
ArrayDestroy(g_aModels);
}
public 
RG_CBasePlayerWeapon_DefaultDeploy_Pre(const iWeapon, szViewModel[], szWeaponModel[], iAnim, szAnimExt[], skiplocal)
{
    new 
iWeaponIdType = get_member(iWeapon, m_iId), iSize = ArraySize(g_aModels), id = get_member(iWeapon, m_pPlayer);

    if(
get_member(iWeapon, m_iId) == WEAPON_C4)
    {
        
SetHookChainArg(2, ATYPE_STRING, g_szC4Model);
    }

    if(~
get_user_flags(id) & iPermission)
    {
        return;
    }

    for(new 
i = 0, aData[ModelsData]; i < iSize; i++)
    {
        
ArrayGetArray(g_aModels, i, aData);

        if(
iWeaponIdType != get_weaponid(aData[aWeaponCode]))
        {
            continue;
        }

        
SetHookChainArg(2, ATYPE_STRING, aData[aWeaponViewModel]);
        
SetHookChainArg(3, ATYPE_STRING, aData[aWeaponPlayerModel]);
        break;
    }
} 
Merhaba, değerli forum dostları ;

Bu pluginden yetkiyi kaldırabilir miyiz ? Değiştirilen tüm modellerin herkese açık olmasını istiyorum.

Yardımlarınızı rica ederim.
Stand Back Warrior's   | ip: cs.sbwpro.com | ts3: ts3.sbwpro.com
RE: Pluginden Yetki Kaldırma Hk.
denermisiniz
PHP Kod:
#pragma semicolon 1

#include <amxmodx>
#include <reapi>

new const g_szC4Model[] = "models/eosm/v_c4eosm.mdl";

#define iPermission ADMIN_USER

new const g_szFile[] = "addons/amxmodx/configs/SilahModelleri2.ini";   // Modeli değiştirilecek silahların bulunduğu dosya.

enum any:ModelsData
{
    aWeaponCode[32],
    aWeaponViewModel[MAX_FMT_LENGTH],
    aWeaponPlayerModel[MAX_FMT_LENGTH]
};
new Array:
g_aModels;

public 
plugin_init()
{
    register_plugin("Change the Model for Weapons", "0.1", "` BesTCore;");

    RegisterHookChain(RG_CBasePlayerWeapon_DefaultDeploy, "RG_CBasePlayerWeapon_DefaultDeploy_Pre", .post = false);
}
public 
plugin_precache()
{
    precache_model(g_szC4Model);

    g_aModels = ArrayCreate(ModelsData);

    new iFile = fopen(g_szFile, "rt");

    if(iFile)
    {
        enum _:Models
        
{
            szWeaponCode[32],
            szWeaponViewModel[MAX_FMT_LENGTH],
            szWeaponPlayerModel[MAX_FMT_LENGTH]
        };

        new szBuffer[MAX_FMT_LENGTH],
            szModels[Models],
            aData[ModelsData];
        
        
while(fgets(iFile, szBuffer, charsmax(szBuffer)))
        {
            trim(szBuffer);

            if(szBuffer[0] == EOS || szBuffer[0] == ';')
            {
                continue;
            }

            parse(szBuffer, szModels[szWeaponCode], charsmax(szModels), szModels[szWeaponViewModel], charsmax(szModels), szModels[szWeaponPlayerModel], charsmax(szModels));

            copy(aData[aWeaponCode], charsmax(aData), szModels[szWeaponCode]);
            copy(aData[aWeaponViewModel], charsmax(aData), szModels[szWeaponViewModel]);
            copy(aData[aWeaponPlayerModel], charsmax(aData), szModels[szWeaponPlayerModel]);

            ArrayPushArray(g_aModels, aData);

            new iFirstLen = strlen(aData[aWeaponViewModel]), iSecondLen = strlen(aData[aWeaponPlayerModel]);

            if(iFirstLen > 0)
            {
                precache_model(aData[aWeaponViewModel]);
            }
            if(iSecondLen > 0)
            {
                precache_model(aData[aWeaponPlayerModel]);
            }
        }

        fclose(iFile);
    }
}
public 
plugin_end()
{
    ArrayDestroy(g_aModels);
}
public 
RG_CBasePlayerWeapon_DefaultDeploy_Pre(const iWeapon, szViewModel[], szWeaponModel[], iAnim, szAnimExt[], skiplocal)
{
    new iWeaponIdType = get_member(iWeapon, m_iId), iSize = ArraySize(g_aModels), id = get_member(iWeapon, m_pPlayer);

    if(get_member(iWeapon, m_iId) == WEAPON_C4)
    {
        SetHookChainArg(2, ATYPE_STRING, g_szC4Model);
    }

    if(~get_user_flags(id) & iPermission)
    {
        return;
    }

    for(new i = 0, aData[ModelsData]; i < iSize; i++)
    {
        ArrayGetArray(g_aModels, i, aData);

        if(iWeaponIdType != get_weaponid(aData[aWeaponCode]))
        {
            continue;
        }

        SetHookChainArg(2, ATYPE_STRING, aData[aWeaponViewModel]);
        SetHookChainArg(3, ATYPE_STRING, aData[aWeaponPlayerModel]);
        break;
    }
} 
Platin sarılara ücretsiz en babasından destek verilir...
RE: Pluginden Yetki Kaldırma Hk.
(23-01-2025, 20:54)EmirCW Adlı Kullanıcıdan Alıntı: denermisiniz
PHP Kod:
#pragma semicolon 1

#include <amxmodx>
#include <reapi>

new const g_szC4Model[] = "models/eosm/v_c4eosm.mdl";

#define iPermission ADMIN_USER

new const g_szFile[] = "addons/amxmodx/configs/SilahModelleri2.ini";   // Modeli değiştirilecek silahların bulunduğu dosya.

enum any:ModelsData
{
    aWeaponCode[32],
    aWeaponViewModel[MAX_FMT_LENGTH],
    aWeaponPlayerModel[MAX_FMT_LENGTH]
};
new Array:
g_aModels;

public 
plugin_init()
{
    register_plugin("Change the Model for Weapons", "0.1", "` BesTCore;");

    RegisterHookChain(RG_CBasePlayerWeapon_DefaultDeploy, "RG_CBasePlayerWeapon_DefaultDeploy_Pre", .post = false);
}
public 
plugin_precache()
{
    precache_model(g_szC4Model);

    g_aModels = ArrayCreate(ModelsData);

    new iFile = fopen(g_szFile, "rt");

    if(iFile)
    {
        enum _:Models
        
{
            szWeaponCode[32],
            szWeaponViewModel[MAX_FMT_LENGTH],
            szWeaponPlayerModel[MAX_FMT_LENGTH]
        };

        new szBuffer[MAX_FMT_LENGTH],
            szModels[Models],
            aData[ModelsData];
        
        
while(fgets(iFile, szBuffer, charsmax(szBuffer)))
        {
            trim(szBuffer);

            if(szBuffer[0] == EOS || szBuffer[0] == ';')
            {
                continue;
            }

            parse(szBuffer, szModels[szWeaponCode], charsmax(szModels), szModels[szWeaponViewModel], charsmax(szModels), szModels[szWeaponPlayerModel], charsmax(szModels));

            copy(aData[aWeaponCode], charsmax(aData), szModels[szWeaponCode]);
            copy(aData[aWeaponViewModel], charsmax(aData), szModels[szWeaponViewModel]);
            copy(aData[aWeaponPlayerModel], charsmax(aData), szModels[szWeaponPlayerModel]);

            ArrayPushArray(g_aModels, aData);

            new iFirstLen = strlen(aData[aWeaponViewModel]), iSecondLen = strlen(aData[aWeaponPlayerModel]);

            if(iFirstLen > 0)
            {
                precache_model(aData[aWeaponViewModel]);
            }
            if(iSecondLen > 0)
            {
                precache_model(aData[aWeaponPlayerModel]);
            }
        }

        fclose(iFile);
    }
}
public 
plugin_end()
{
    ArrayDestroy(g_aModels);
}
public 
RG_CBasePlayerWeapon_DefaultDeploy_Pre(const iWeapon, szViewModel[], szWeaponModel[], iAnim, szAnimExt[], skiplocal)
{
    new iWeaponIdType = get_member(iWeapon, m_iId), iSize = ArraySize(g_aModels), id = get_member(iWeapon, m_pPlayer);

    if(get_member(iWeapon, m_iId) == WEAPON_C4)
    {
        SetHookChainArg(2, ATYPE_STRING, g_szC4Model);
    }

    if(~get_user_flags(id) & iPermission)
    {
        return;
    }

    for(new i = 0, aData[ModelsData]; i < iSize; i++)
    {
        ArrayGetArray(g_aModels, i, aData);

        if(iWeaponIdType != get_weaponid(aData[aWeaponCode]))
        {
            continue;
        }

        SetHookChainArg(2, ATYPE_STRING, aData[aWeaponViewModel]);
        SetHookChainArg(3, ATYPE_STRING, aData[aWeaponPlayerModel]);
        break;
    }
} 
o şekilde olur sadece normal oyunculara skin verir, adminlere vermez. Ben bu bölümün komple plugin içerisinden kaldırılmasını rica ediyorum.
Stand Back Warrior's   | ip: cs.sbwpro.com | ts3: ts3.sbwpro.com
RE: Pluginden Yetki Kaldırma Hk.

buyur abi yanlış anlamışım birdaha denermisin

PHP Kod:
#pragma semicolon 1

#include <amxmodx>
#include <reapi>

new const g_szC4Model[] = "models/eosm/v_c4eosm.mdl";


new const 
g_szFile[] = "addons/amxmodx/configs/SilahModelleri2.ini";   // Modeli değiştirilecek silahların bulunduğu dosya.

enum any:ModelsData
{
    aWeaponCode[32],
    aWeaponViewModel[MAX_FMT_LENGTH],
    aWeaponPlayerModel[MAX_FMT_LENGTH]
};
new Array:
g_aModels;

public 
plugin_init()
{
    register_plugin("Change the Model for Weapons", "0.1", "` BesTCore;");

    RegisterHookChain(RG_CBasePlayerWeapon_DefaultDeploy, "RG_CBasePlayerWeapon_DefaultDeploy_Pre", .post = false);
}
public 
plugin_precache()
{
    precache_model(g_szC4Model);

    g_aModels = ArrayCreate(ModelsData);

    new iFile = fopen(g_szFile, "rt");

    if(iFile)
    {
        enum _:Models
        
{
            szWeaponCode[32],
            szWeaponViewModel[MAX_FMT_LENGTH],
            szWeaponPlayerModel[MAX_FMT_LENGTH]
        };

        new szBuffer[MAX_FMT_LENGTH],
            szModels[Models],
            aData[ModelsData];
        
        
while(fgets(iFile, szBuffer, charsmax(szBuffer)))
        {
            trim(szBuffer);

            if(szBuffer[0] == EOS || szBuffer[0] == ';')
            {
                continue;
            }

            parse(szBuffer, szModels[szWeaponCode], charsmax(szModels), szModels[szWeaponViewModel], charsmax(szModels), szModels[szWeaponPlayerModel], charsmax(szModels));

            copy(aData[aWeaponCode], charsmax(aData), szModels[szWeaponCode]);
            copy(aData[aWeaponViewModel], charsmax(aData), szModels[szWeaponViewModel]);
            copy(aData[aWeaponPlayerModel], charsmax(aData), szModels[szWeaponPlayerModel]);

            ArrayPushArray(g_aModels, aData);

            new iFirstLen = strlen(aData[aWeaponViewModel]), iSecondLen = strlen(aData[aWeaponPlayerModel]);

            if(iFirstLen > 0)
            {
                precache_model(aData[aWeaponViewModel]);
            }
            if(iSecondLen > 0)
            {
                precache_model(aData[aWeaponPlayerModel]);
            }
        }

        fclose(iFile);
    }
}
public 
plugin_end()
{
    ArrayDestroy(g_aModels);
}
public 
RG_CBasePlayerWeapon_DefaultDeploy_Pre(const iWeapon, szViewModel[], szWeaponModel[], iAnim, szAnimExt[], skiplocal)
{
    new iWeaponIdType = get_member(iWeapon, m_iId), iSize = ArraySize(g_aModels), id = get_member(iWeapon, m_pPlayer);

    if(get_member(iWeapon, m_iId) == WEAPON_C4)
    {
        SetHookChainArg(2, ATYPE_STRING, g_szC4Model);
    }


    for(new i = 0, aData[ModelsData]; i < iSize; i++)
    {
        ArrayGetArray(g_aModels, i, aData);

        if(iWeaponIdType != get_weaponid(aData[aWeaponCode]))
        {
            continue;
        }

        SetHookChainArg(2, ATYPE_STRING, aData[aWeaponViewModel]);
        SetHookChainArg(3, ATYPE_STRING, aData[aWeaponPlayerModel]);
        break;
    }
} 

buyur abi yanlış anlamışım birdaha denermisin

PHP Kod:
#pragma semicolon 1

#include <amxmodx>
#include <reapi>

new const g_szC4Model[] = "models/eosm/v_c4eosm.mdl";


new const 
g_szFile[] = "addons/amxmodx/configs/SilahModelleri2.ini";   // Modeli değiştirilecek silahların bulunduğu dosya.

enum any:ModelsData
{
    aWeaponCode[32],
    aWeaponViewModel[MAX_FMT_LENGTH],
    aWeaponPlayerModel[MAX_FMT_LENGTH]
};
new Array:
g_aModels;

public 
plugin_init()
{
    register_plugin("Change the Model for Weapons", "0.1", "` BesTCore;");

    RegisterHookChain(RG_CBasePlayerWeapon_DefaultDeploy, "RG_CBasePlayerWeapon_DefaultDeploy_Pre", .post = false);
}
public 
plugin_precache()
{
    precache_model(g_szC4Model);

    g_aModels = ArrayCreate(ModelsData);

    new iFile = fopen(g_szFile, "rt");

    if(iFile)
    {
        enum _:Models
        
{
            szWeaponCode[32],
            szWeaponViewModel[MAX_FMT_LENGTH],
            szWeaponPlayerModel[MAX_FMT_LENGTH]
        };

        new szBuffer[MAX_FMT_LENGTH],
            szModels[Models],
            aData[ModelsData];
        
        
while(fgets(iFile, szBuffer, charsmax(szBuffer)))
        {
            trim(szBuffer);

            if(szBuffer[0] == EOS || szBuffer[0] == ';')
            {
                continue;
            }

            parse(szBuffer, szModels[szWeaponCode], charsmax(szModels), szModels[szWeaponViewModel], charsmax(szModels), szModels[szWeaponPlayerModel], charsmax(szModels));

            copy(aData[aWeaponCode], charsmax(aData), szModels[szWeaponCode]);
            copy(aData[aWeaponViewModel], charsmax(aData), szModels[szWeaponViewModel]);
            copy(aData[aWeaponPlayerModel], charsmax(aData), szModels[szWeaponPlayerModel]);

            ArrayPushArray(g_aModels, aData);

            new iFirstLen = strlen(aData[aWeaponViewModel]), iSecondLen = strlen(aData[aWeaponPlayerModel]);

            if(iFirstLen > 0)
            {
                precache_model(aData[aWeaponViewModel]);
            }
            if(iSecondLen > 0)
            {
                precache_model(aData[aWeaponPlayerModel]);
            }
        }

        fclose(iFile);
    }
}
public 
plugin_end()
{
    ArrayDestroy(g_aModels);
}
public 
RG_CBasePlayerWeapon_DefaultDeploy_Pre(const iWeapon, szViewModel[], szWeaponModel[], iAnim, szAnimExt[], skiplocal)
{
    new iWeaponIdType = get_member(iWeapon, m_iId), iSize = ArraySize(g_aModels), id = get_member(iWeapon, m_pPlayer);

    if(get_member(iWeapon, m_iId) == WEAPON_C4)
    {
        SetHookChainArg(2, ATYPE_STRING, g_szC4Model);
    }


    for(new i = 0, aData[ModelsData]; i < iSize; i++)
    {
        ArrayGetArray(g_aModels, i, aData);

        if(iWeaponIdType != get_weaponid(aData[aWeaponCode]))
        {
            continue;
        }

        SetHookChainArg(2, ATYPE_STRING, aData[aWeaponViewModel]);
        SetHookChainArg(3, ATYPE_STRING, aData[aWeaponPlayerModel]);
        break;
    }
} 

@Mr.Commander istediğin gibi mi abi
Platin sarılara ücretsiz en babasından destek verilir...
Son Düzenleme: 23-01-2025, 22:06, Düzenleyen: FlorianWirtz
RE: Pluginden Yetki Kaldırma Hk.
(23-01-2025, 21:11)EmirCW Adlı Kullanıcıdan Alıntı:
buyur abi yanlış anlamışım birdaha denermisin

PHP Kod:
#pragma semicolon 1

#include <amxmodx>
#include <reapi>

new const g_szC4Model[] = "models/eosm/v_c4eosm.mdl";


new const 
g_szFile[] = "addons/amxmodx/configs/SilahModelleri2.ini";   // Modeli değiştirilecek silahların bulunduğu dosya.

enum any:ModelsData
{
    aWeaponCode[32],
    aWeaponViewModel[MAX_FMT_LENGTH],
    aWeaponPlayerModel[MAX_FMT_LENGTH]
};
new Array:
g_aModels;

public 
plugin_init()
{
    register_plugin("Change the Model for Weapons", "0.1", "` BesTCore;");

    RegisterHookChain(RG_CBasePlayerWeapon_DefaultDeploy, "RG_CBasePlayerWeapon_DefaultDeploy_Pre", .post = false);
}
public 
plugin_precache()
{
    precache_model(g_szC4Model);

    g_aModels = ArrayCreate(ModelsData);

    new iFile = fopen(g_szFile, "rt");

    if(iFile)
    {
        enum _:Models
        
{
            szWeaponCode[32],
            szWeaponViewModel[MAX_FMT_LENGTH],
            szWeaponPlayerModel[MAX_FMT_LENGTH]
        };

        new szBuffer[MAX_FMT_LENGTH],
            szModels[Models],
            aData[ModelsData];
        
        
while(fgets(iFile, szBuffer, charsmax(szBuffer)))
        {
            trim(szBuffer);

            if(szBuffer[0] == EOS || szBuffer[0] == ';')
            {
                continue;
            }

            parse(szBuffer, szModels[szWeaponCode], charsmax(szModels), szModels[szWeaponViewModel], charsmax(szModels), szModels[szWeaponPlayerModel], charsmax(szModels));

            copy(aData[aWeaponCode], charsmax(aData), szModels[szWeaponCode]);
            copy(aData[aWeaponViewModel], charsmax(aData), szModels[szWeaponViewModel]);
            copy(aData[aWeaponPlayerModel], charsmax(aData), szModels[szWeaponPlayerModel]);

            ArrayPushArray(g_aModels, aData);

            new iFirstLen = strlen(aData[aWeaponViewModel]), iSecondLen = strlen(aData[aWeaponPlayerModel]);

            if(iFirstLen > 0)
            {
                precache_model(aData[aWeaponViewModel]);
            }
            if(iSecondLen > 0)
            {
                precache_model(aData[aWeaponPlayerModel]);
            }
        }

        fclose(iFile);
    }
}
public 
plugin_end()
{
    ArrayDestroy(g_aModels);
}
public 
RG_CBasePlayerWeapon_DefaultDeploy_Pre(const iWeapon, szViewModel[], szWeaponModel[], iAnim, szAnimExt[], skiplocal)
{
    new iWeaponIdType = get_member(iWeapon, m_iId), iSize = ArraySize(g_aModels), id = get_member(iWeapon, m_pPlayer);

    if(get_member(iWeapon, m_iId) == WEAPON_C4)
    {
        SetHookChainArg(2, ATYPE_STRING, g_szC4Model);
    }


    for(new i = 0, aData[ModelsData]; i < iSize; i++)
    {
        ArrayGetArray(g_aModels, i, aData);

        if(iWeaponIdType != get_weaponid(aData[aWeaponCode]))
        {
            continue;
        }

        SetHookChainArg(2, ATYPE_STRING, aData[aWeaponViewModel]);
        SetHookChainArg(3, ATYPE_STRING, aData[aWeaponPlayerModel]);
        break;
    }
} 

buyur abi yanlış anlamışım birdaha denermisin

PHP Kod:
#pragma semicolon 1

#include <amxmodx>
#include <reapi>

new const g_szC4Model[] = "models/eosm/v_c4eosm.mdl";


new const 
g_szFile[] = "addons/amxmodx/configs/SilahModelleri2.ini";   // Modeli değiştirilecek silahların bulunduğu dosya.

enum any:ModelsData
{
    aWeaponCode[32],
    aWeaponViewModel[MAX_FMT_LENGTH],
    aWeaponPlayerModel[MAX_FMT_LENGTH]
};
new Array:
g_aModels;

public 
plugin_init()
{
    register_plugin("Change the Model for Weapons", "0.1", "` BesTCore;");

    RegisterHookChain(RG_CBasePlayerWeapon_DefaultDeploy, "RG_CBasePlayerWeapon_DefaultDeploy_Pre", .post = false);
}
public 
plugin_precache()
{
    precache_model(g_szC4Model);

    g_aModels = ArrayCreate(ModelsData);

    new iFile = fopen(g_szFile, "rt");

    if(iFile)
    {
        enum _:Models
        
{
            szWeaponCode[32],
            szWeaponViewModel[MAX_FMT_LENGTH],
            szWeaponPlayerModel[MAX_FMT_LENGTH]
        };

        new szBuffer[MAX_FMT_LENGTH],
            szModels[Models],
            aData[ModelsData];
        
        
while(fgets(iFile, szBuffer, charsmax(szBuffer)))
        {
            trim(szBuffer);

            if(szBuffer[0] == EOS || szBuffer[0] == ';')
            {
                continue;
            }

            parse(szBuffer, szModels[szWeaponCode], charsmax(szModels), szModels[szWeaponViewModel], charsmax(szModels), szModels[szWeaponPlayerModel], charsmax(szModels));

            copy(aData[aWeaponCode], charsmax(aData), szModels[szWeaponCode]);
            copy(aData[aWeaponViewModel], charsmax(aData), szModels[szWeaponViewModel]);
            copy(aData[aWeaponPlayerModel], charsmax(aData), szModels[szWeaponPlayerModel]);

            ArrayPushArray(g_aModels, aData);

            new iFirstLen = strlen(aData[aWeaponViewModel]), iSecondLen = strlen(aData[aWeaponPlayerModel]);

            if(iFirstLen > 0)
            {
                precache_model(aData[aWeaponViewModel]);
            }
            if(iSecondLen > 0)
            {
                precache_model(aData[aWeaponPlayerModel]);
            }
        }

        fclose(iFile);
    }
}
public 
plugin_end()
{
    ArrayDestroy(g_aModels);
}
public 
RG_CBasePlayerWeapon_DefaultDeploy_Pre(const iWeapon, szViewModel[], szWeaponModel[], iAnim, szAnimExt[], skiplocal)
{
    new iWeaponIdType = get_member(iWeapon, m_iId), iSize = ArraySize(g_aModels), id = get_member(iWeapon, m_pPlayer);

    if(get_member(iWeapon, m_iId) == WEAPON_C4)
    {
        SetHookChainArg(2, ATYPE_STRING, g_szC4Model);
    }


    for(new i = 0, aData[ModelsData]; i < iSize; i++)
    {
        ArrayGetArray(g_aModels, i, aData);

        if(iWeaponIdType != get_weaponid(aData[aWeaponCode]))
        {
            continue;
        }

        SetHookChainArg(2, ATYPE_STRING, aData[aWeaponViewModel]);
        SetHookChainArg(3, ATYPE_STRING, aData[aWeaponPlayerModel]);
        break;
    }
} 

@Mr.Commander istediğin gibi mi abi

Teşekkür ederim.
Stand Back Warrior's   | ip: cs.sbwpro.com | ts3: ts3.sbwpro.com
RE: Pluginden Yetki Kaldırma Hk.
İstek konusu, @EmirCW adlı kullanıcı tarafından 3 saat içinde çözülmüştür.
İsteği çözdüğü için EmirCW Adlı kullanıcıya 1 rep puanı ve 1 yardım etme puanı otomatik olarak verilmiştir.
EmirCW Adlı kullanıcı sizin dışınızda toplam 81 kişiye yardım etmiştir.

Herhangi bir konuda hata olduğunu düşünüyorsanız destek sistemi üzerinden iletişim kurabilirsiniz.

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