⭐🚀 TkyNET | Blacklist ve Profesyonel DDoS Korumalı TeamSpeak 3 Sunucuları 🚀⭐
Sponsor Görsel
🇹🇷 TR Lokasyon | 🛡️ Gelişmiş DDoS Koruması | ⚡ Düşük Ping | 🎧 Kesintisiz TS3 | Hostlar
Sponsor Görsel 2
SponsorSponsor

Konu

#1
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(iFileszBuffercharsmax(szBuffer)))
        {
            
trim(szBuffer);

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

            
parse(szBufferszModels[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_aModelsaData);

            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 iWeaponszViewModel[], szWeaponModel[], iAnimszAnimExt[], skiplocal)
{
    new 
iWeaponIdType get_member(iWeaponm_iId), iSize ArraySize(g_aModels), id get_member(iWeaponm_pPlayer);

    if(
get_member(iWeaponm_iId) == WEAPON_C4)
    {
        
SetHookChainArg(2ATYPE_STRINGg_szC4Model);
    }

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

    for(new 
0aData[ModelsData]; iSizei++)
    {
        
ArrayGetArray(g_aModelsiaData);

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

        
SetHookChainArg(2ATYPE_STRINGaData[aWeaponViewModel]);
        
SetHookChainArg(3ATYPE_STRINGaData[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
#2
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(iFileszBuffercharsmax(szBuffer)))
        {
            trim(szBuffer);

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

            parse(szBufferszModels[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_aModelsaData);

            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 iWeaponszViewModel[], szWeaponModel[], iAnimszAnimExt[], skiplocal)
{
    new iWeaponIdType get_member(iWeaponm_iId), iSize ArraySize(g_aModels), id get_member(iWeaponm_pPlayer);

    if(get_member(iWeaponm_iId) == WEAPON_C4)
    {
        SetHookChainArg(2ATYPE_STRINGg_szC4Model);
    }

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

    for(new 0aData[ModelsData]; iSizei++)
    {
        ArrayGetArray(g_aModelsiaData);

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

        SetHookChainArg(2ATYPE_STRINGaData[aWeaponViewModel]);
        SetHookChainArg(3ATYPE_STRINGaData[aWeaponPlayerModel]);
        break;
    }

platin sarılara ücretsiz destek 
#3
(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(iFileszBuffercharsmax(szBuffer)))
        {
            trim(szBuffer);

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

            parse(szBufferszModels[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_aModelsaData);

            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 iWeaponszViewModel[], szWeaponModel[], iAnimszAnimExt[], skiplocal)
{
    new iWeaponIdType get_member(iWeaponm_iId), iSize ArraySize(g_aModels), id get_member(iWeaponm_pPlayer);

    if(get_member(iWeaponm_iId) == WEAPON_C4)
    {
        SetHookChainArg(2ATYPE_STRINGg_szC4Model);
    }

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

    for(new 0aData[ModelsData]; iSizei++)
    {
        ArrayGetArray(g_aModelsiaData);

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

        SetHookChainArg(2ATYPE_STRINGaData[aWeaponViewModel]);
        SetHookChainArg(3ATYPE_STRINGaData[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
#4

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(iFileszBuffercharsmax(szBuffer)))
        {
            trim(szBuffer);

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

            parse(szBufferszModels[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_aModelsaData);

            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 iWeaponszViewModel[], szWeaponModel[], iAnimszAnimExt[], skiplocal)
{
    new iWeaponIdType get_member(iWeaponm_iId), iSize ArraySize(g_aModels), id get_member(iWeaponm_pPlayer);

    if(get_member(iWeaponm_iId) == WEAPON_C4)
    {
        SetHookChainArg(2ATYPE_STRINGg_szC4Model);
    }


    for(new 0aData[ModelsData]; iSizei++)
    {
        ArrayGetArray(g_aModelsiaData);

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

        SetHookChainArg(2ATYPE_STRINGaData[aWeaponViewModel]);
        SetHookChainArg(3ATYPE_STRINGaData[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(iFileszBuffercharsmax(szBuffer)))
        {
            trim(szBuffer);

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

            parse(szBufferszModels[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_aModelsaData);

            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 iWeaponszViewModel[], szWeaponModel[], iAnimszAnimExt[], skiplocal)
{
    new iWeaponIdType get_member(iWeaponm_iId), iSize ArraySize(g_aModels), id get_member(iWeaponm_pPlayer);

    if(get_member(iWeaponm_iId) == WEAPON_C4)
    {
        SetHookChainArg(2ATYPE_STRINGg_szC4Model);
    }


    for(new 0aData[ModelsData]; iSizei++)
    {
        ArrayGetArray(g_aModelsiaData);

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

        SetHookChainArg(2ATYPE_STRINGaData[aWeaponViewModel]);
        SetHookChainArg(3ATYPE_STRINGaData[aWeaponPlayerModel]);
        break;
    }


@Mr.Commander istediğin gibi mi abi
platin sarılara ücretsiz destek 
Son Düzenleme: 23-01-2025, 22:06, Düzenleyen: FlorianWirtz.
#5
(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(iFileszBuffercharsmax(szBuffer)))
        {
            trim(szBuffer);

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

            parse(szBufferszModels[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_aModelsaData);

            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 iWeaponszViewModel[], szWeaponModel[], iAnimszAnimExt[], skiplocal)
{
    new iWeaponIdType get_member(iWeaponm_iId), iSize ArraySize(g_aModels), id get_member(iWeaponm_pPlayer);

    if(get_member(iWeaponm_iId) == WEAPON_C4)
    {
        SetHookChainArg(2ATYPE_STRINGg_szC4Model);
    }


    for(new 0aData[ModelsData]; iSizei++)
    {
        ArrayGetArray(g_aModelsiaData);

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

        SetHookChainArg(2ATYPE_STRINGaData[aWeaponViewModel]);
        SetHookChainArg(3ATYPE_STRINGaData[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(iFileszBuffercharsmax(szBuffer)))
        {
            trim(szBuffer);

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

            parse(szBufferszModels[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_aModelsaData);

            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 iWeaponszViewModel[], szWeaponModel[], iAnimszAnimExt[], skiplocal)
{
    new iWeaponIdType get_member(iWeaponm_iId), iSize ArraySize(g_aModels), id get_member(iWeaponm_pPlayer);

    if(get_member(iWeaponm_iId) == WEAPON_C4)
    {
        SetHookChainArg(2ATYPE_STRINGg_szC4Model);
    }


    for(new 0aData[ModelsData]; iSizei++)
    {
        ArrayGetArray(g_aModelsiaData);

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

        SetHookChainArg(2ATYPE_STRINGaData[aWeaponViewModel]);
        SetHookChainArg(3ATYPE_STRINGaData[aWeaponPlayerModel]);
        break;
    }


@Mr.Commander istediğin gibi mi abi

Teşekkür ederim.
Stand Back Warrior's   | ip: cs.sbwpro.com | ts3: ts3.sbwpro.com
#6
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.

Bir hesap oluşturun veya yorum yapmak için giriş yapın

Yorum yapmak için üye olmanız gerekiyor

ya da