new const V_M4A1_MODEL[] = "models/v_m4a1.mdl" new const P_M4A1_MODEL[] = "models/p_m4a1.mdl" new const W_M4A1_MODEL[] = "models/w_m4a1.mdl" new const W_OLD_M4A1_MODEL[] = "models/w_m4a1.mdl"
new g_iItemID, g_iM4A1FrostSpr, g_iMaxPlayers, g_iHudSync, g_iFreezeDmg, g_fFrostTime, g_iDmgMultiplier, m_spritetexture new bool:g_bHasFrostM4A1[33] new g_iDmg[33]
public plugin_init() { register_plugin("ZP - Frost m4a1 (ring)", "1.0", "Linu[X]")
// Cvars g_fFrostTime = register_cvar("zp_frost_m4a1_time", "2.0") // Freeze Time. It's Float you can make it 0.5 g_iFreezeDmg = register_cvar("zp_freezing_m4a1_damage", "1000") // Damage Requried So Zombie got Frozen g_iDmgMultiplier = register_cvar("zp_multiplier_m4a1_damage", "2") // Multiplie Weapon Damage
// Message IDS g_iHudSync = CreateHudSyncObj()
// Server Max Slots g_iMaxPlayers = get_maxplayers()
// Get drop weapon index (Frost M4A1) to use in fw_FrostM4A1AddToPlayer forward iStoredM4A1ID = find_ent_by_owner(-1, "weapon_m4a1", entity)
// If Player Has Frost M4A1 and It's weapon_m4a1 if(g_bHasFrostM4A1[iOwner] && is_valid_ent(iStoredM4A1ID)) { // Setting weapon options entity_set_int(iStoredM4A1ID, EV_INT_impulse, 1997)
// Rest Var g_bHasFrostM4A1[iOwner] = false
// Set weaponbox new model entity_set_model(entity, W_M4A1_MODEL) return FMRES_SUPERCEDE } return FMRES_IGNORED }
public fw_FrostM4A1AddToPlayer(FrostM4A1, id) { // Make sure that this is M4A1 if(is_valid_ent(FrostM4A1) && is_user_connected(id) && entity_get_int(FrostM4A1, EV_INT_impulse) == 1997) { // Update Var g_bHasFrostM4A1[id] = true