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Added native rg_transfer_c4
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@ -357,17 +357,19 @@ native rg_set_user_armor(const index, armorvalue, ArmorType:armortype);
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/*
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* Sets the client's team without killing the player, and sets the client model.
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* @note To obtain of TeamName use the following:
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* new TeamName:team = get_member(id, m_iTeam);
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*
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* @param index Client index
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* @param team Team id
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* @param model Internal model
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* @param model Internal model, use MODEL_AUTO for a random appearance or if MODEL_UNASSIGNED not update it.
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*
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* @param send_teaminfo If true, a TeamInfo message will be sent
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*
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* @noreturn
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* @return 1 if successfully, 0 otherwise
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*
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*/
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native rg_set_user_team(const index, {TeamName,_}:team, {ModelName,_}:model = MODEL_UNASSIGNED, bool:send_teaminfo = true);
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native rg_set_user_team(const index, {TeamName,_}:team, {ModelName,_}:model = MODEL_AUTO, bool:send_teaminfo = true);
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/*
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* Sets the client's player model.
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@ -376,7 +378,7 @@ native rg_set_user_team(const index, {TeamName,_}:team, {ModelName,_}:model = MO
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* @param model Model name
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* @param update_index If true, the modelindex is updated as well
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*
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* @noreturn
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* @return 1 if successfully, 0 otherwise
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*
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*/
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native rg_set_user_model(const index, const model[], bool:update_index = false);
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@ -386,7 +388,18 @@ native rg_set_user_model(const index, const model[], bool:update_index = false);
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*
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* @param index Client index
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*
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* @noreturn
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* @return 1 if successfully, 0 otherwise
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*
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*/
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native rg_reset_user_model(const index);
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/*
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* Transfer C4 to player
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*
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* @param index Client index
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* @param receiver Receiver index, if 0 so will transfer a random to player
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*
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* @return 1 if successfully, 0 otherwise
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*
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*/
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native rg_transfer_c4(const index, const receiver = 0);
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@ -101,7 +101,8 @@ enum ModelName
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MODEL_T_GUERILLA,
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MODEL_CT_VIP,
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MODEL_T_MILITIA,
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MODEL_CT_SPETSNAZ
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MODEL_CT_SPETSNAZ,
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MODEL_AUTO
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};
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enum
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@ -148,7 +148,7 @@ enum RewardType
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RT_VIP_RESCUED_MYSELF
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};
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typedef enum
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enum PLAYER_ANIM
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{
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PLAYER_IDLE,
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PLAYER_WALK,
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@ -161,10 +161,9 @@ typedef enum
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PLAYER_LARGE_FLINCH,
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PLAYER_RELOAD,
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PLAYER_HOLDBOMB
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};
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} PLAYER_ANIM;
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typedef enum
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enum _Menu
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{
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Menu_OFF,
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Menu_ChooseTeam,
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@ -181,19 +180,17 @@ typedef enum
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Menu_Radio2,
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Menu_Radio3,
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Menu_ClientBuy
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};
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} _Menu;
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typedef enum
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enum TeamName
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{
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UNASSIGNED,
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TERRORIST,
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CT,
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SPECTATOR,
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};
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} TeamName;
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typedef enum
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enum ModelName
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{
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MODEL_UNASSIGNED,
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MODEL_URBAN,
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@ -206,11 +203,11 @@ typedef enum
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MODEL_GUERILLA,
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MODEL_VIP,
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MODEL_MILITIA,
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MODEL_SPETSNAZ
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MODEL_SPETSNAZ,
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MODEL_AUTO
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};
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} ModelName;
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typedef enum
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enum JoinState
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{
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JOINED,
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SHOWLTEXT,
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@ -219,9 +216,9 @@ typedef enum
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PICKINGTEAM,
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GETINTOGAME
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} JoinState;
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};
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typedef enum
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enum TrackCommands
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{
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CMD_SAY = 0,
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CMD_SAYTEAM,
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@ -233,9 +230,9 @@ typedef enum
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CMD_NIGHTVISION,
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COMMANDS_TO_TRACK,
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} TrackCommands;
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};
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typedef struct
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struct RebuyStruct
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{
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int m_primaryWeapon;
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int m_primaryAmmo;
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@ -248,9 +245,9 @@ typedef struct
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int m_nightVision;
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int m_armor;
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} RebuyStruct;
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};
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typedef enum
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enum ThrowDirection
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{
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THROW_NONE,
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THROW_FORWARD,
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@ -260,7 +257,7 @@ typedef enum
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THROW_GRENADE,
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THROW_HITVEL_MINUS_AIRVEL
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} ThrowDirection;
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};
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enum sbar_data
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{
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@ -270,13 +267,7 @@ enum sbar_data
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SBAR_END
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};
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typedef enum
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{
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SILENT,
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CALM,
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INTENSE
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} MusicState;
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enum MusicState { SILENT, CALM, INTENSE };
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class CCSPlayer;
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@ -928,16 +928,18 @@ cell AMX_NATIVE_CALL rg_set_user_armor(AMX *amx, cell *params)
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/*
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* Sets the client's team without killing the player, and sets the client model.
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* @note To obtain of TeamName use the following:
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* new TeamName:team = get_member(id, m_iTeam);
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*
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* @param index Client index
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* @param team Team id
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* @param model Internal model
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* @param model Internal model, use MODEL_AUTO for a random appearance or if MODEL_UNASSIGNED not update it.
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*
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* @param send_teaminfo If true, a TeamInfo message will be sent
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*
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* @noreturn
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* @return 1 if successfully, 0 otherwise
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*
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* native rg_set_user_team(const index, {TeamName,_}:team, {ModelName,_}:model = MODEL_UNASSIGNED, bool:send_teaminfo = true);
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* native rg_set_user_team(const index, {TeamName,_}:team, {ModelName,_}:model = MODEL_AUTO, bool:send_teaminfo = true);
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*/
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cell AMX_NATIVE_CALL rg_set_user_team(AMX *amx, cell *params)
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{
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@ -973,7 +975,7 @@ cell AMX_NATIVE_CALL rg_set_user_team(AMX *amx, cell *params)
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CSGameRules()->m_iNumTerrorist--;
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if (pPlayer->m_bHasC4 && !CSGameRules()->m_fTeamCount && CSGameRules()->m_bMapHasBombTarget)
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{
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if (RemovePlayerItem(pPlayer, "weapon_c4")) {
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if (CSGameRules()->m_iNumTerrorist > 0 && RemovePlayerItem(pPlayer, "weapon_c4")) {
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pPlayer->m_bHasC4 = false;
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pPlayer->pev->body = 0;
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@ -983,6 +985,8 @@ cell AMX_NATIVE_CALL rg_set_user_team(AMX *amx, cell *params)
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MESSAGE_END();
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CSGameRules()->GiveC4();
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} else if (pPlayer->IsAlive()) {// are still alive
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pPlayer->CSPlayer()->DropPlayerItem("weapon_c4");
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}
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}
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break;
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@ -1003,11 +1007,15 @@ cell AMX_NATIVE_CALL rg_set_user_team(AMX *amx, cell *params)
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}
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}
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if (args[arg_model] != MODEL_UNASSIGNED) {
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pPlayer->m_iModelName = args[arg_model];
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}
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if (args[arg_model] > MODEL_UNASSIGNED) {
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if (args[arg_model] != MODEL_AUTO) {
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pPlayer->m_iModelName = args[arg_model];
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} else {
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pPlayer->m_iModelName = GetModelAuto(pPlayer->m_iTeam);
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}
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pPlayer->CSPlayer()->SetPlayerModel(pPlayer->m_bHasC4);
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pPlayer->CSPlayer()->SetPlayerModel(pPlayer->m_bHasC4);
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}
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if (params[arg_sendinfo] != 0) {
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MESSAGE_BEGIN(MSG_ALL, gmsgTeamInfo);
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@ -1027,7 +1035,7 @@ cell AMX_NATIVE_CALL rg_set_user_team(AMX *amx, cell *params)
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* @param model Model name
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* @param update_index If true, the modelindex is updated as well
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*
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* @noreturn
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* @return 1 if successfully, 0 otherwise
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*
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* native rg_set_user_model(const index, const model[], bool:update_index = false);
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*/
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@ -1067,7 +1075,7 @@ cell AMX_NATIVE_CALL rg_set_user_model(AMX *amx, cell *params)
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*
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* @param index Client index
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*
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* @noreturn
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* @return 1 if successfully, 0 otherwise
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*
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* native rg_reset_user_model(const index);
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*/
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@ -1085,6 +1093,66 @@ cell AMX_NATIVE_CALL rg_reset_user_model(AMX *amx, cell *params)
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pPlayer->CSPlayer()->SetPlayerModelEx("");
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pPlayer->CSPlayer()->SetPlayerModel(pPlayer->m_bHasC4);
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return TRUE;
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}
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/*
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* Transfer C4 to player
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*
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* @param index Client index
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* @param receiver Receiver index, if 0 so will transfer a random to player
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*
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* @return 1 if successfully, 0 otherwise
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*
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* native rg_transfer_c4(const index, const receiver = 0);
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*/
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cell AMX_NATIVE_CALL rg_transfer_c4(AMX *amx, cell *params)
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{
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enum args_e { arg_count, arg_index, arg_receiver };
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CHECK_ISPLAYER(arg_index);
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CBasePlayer *pPlayer = g_ReGameFuncs->UTIL_PlayerByIndex(params[arg_index]);
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if (pPlayer == nullptr || pPlayer->has_disconnected) {
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MF_LogError(amx, AMX_ERR_NATIVE, "%s: player %i is not connected", __FUNCTION__, params[arg_index]);
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return FALSE;
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}
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if (!pPlayer->m_bHasC4 || !RemovePlayerItem(pPlayer, "weapon_c4"))
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return FALSE;
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pPlayer->m_bHasC4 = false;
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pPlayer->pev->body = 0;
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MESSAGE_BEGIN(MSG_ONE, gmsgStatusIcon, NULL, pPlayer->pev);
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WRITE_BYTE(STATUSICON_HIDE);
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WRITE_STRING("c4");
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MESSAGE_END();
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if (params[arg_receiver] != 0 && params[arg_receiver] <= gpGlobals->maxClients) {
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CBasePlayer *pReceiver = g_ReGameFuncs->UTIL_PlayerByIndex(params[arg_receiver]);
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if (pReceiver == nullptr || pReceiver->has_disconnected) {
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MF_LogError(amx, AMX_ERR_NATIVE, "%s: player %i is not connected", __FUNCTION__, params[arg_receiver]);
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return FALSE;
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}
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pReceiver->m_bHasC4 = true;
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pReceiver->pev->body = 1;
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pReceiver->CSPlayer()->GiveNamedItemEx("weapon_c4");
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MESSAGE_BEGIN(MSG_ONE, gmsgStatusIcon, NULL, pReceiver->pev);
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WRITE_BYTE(STATUSICON_SHOW);
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WRITE_STRING("c4");
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WRITE_BYTE(0);
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WRITE_BYTE(160);
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WRITE_BYTE(0);
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MESSAGE_END();
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} else {
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auto flags = pPlayer->pev->flags;
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pPlayer->pev->flags |= FL_DORMANT;
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CSGameRules()->GiveC4();
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pPlayer->pev->flags = flags;
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}
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return TRUE;
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}
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@ -1131,6 +1199,8 @@ AMX_NATIVE_INFO Misc_Natives_RG[] =
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{ "rg_set_user_model", rg_set_user_model },
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{ "rg_reset_user_model", rg_reset_user_model },
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{ "rg_transfer_c4", rg_transfer_c4 },
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{ nullptr, nullptr }
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};
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@ -63,3 +63,34 @@ void SendItemStatus(CBasePlayer *pPlayer)
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WRITE_BYTE(itemStatus);
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MESSAGE_END();
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}
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struct {
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TeamName team;
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ModelName model;
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} modelStruct[] = {
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{ TERRORIST, MODEL_TERROR },
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{ TERRORIST, MODEL_LEET },
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{ TERRORIST, MODEL_ARCTIC },
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{ TERRORIST, MODEL_GUERILLA },
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{ CT, MODEL_URBAN },
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{ CT, MODEL_GSG9 },
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{ CT, MODEL_GIGN },
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{ CT, MODEL_SAS },
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};
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ModelName GetModelAuto(TeamName team)
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{
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int cur = 0;
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const int numSkin = 4;
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for (auto& it : modelStruct) {
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if (it.team != team) {
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++cur;
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continue;
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}
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return modelStruct[RANDOM_LONG(cur, cur + numSkin - 1)].model;
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}
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return MODEL_UNASSIGNED;
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}
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@ -121,5 +121,6 @@ void Broadcast(const char *sentence);
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void UpdateTeamScores();
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bool RemovePlayerItem(CBasePlayer *pPlayer, const char* szItemName);
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void SendItemStatus(CBasePlayer *pPlayer);
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ModelName GetModelAuto(TeamName team);
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extern void __declspec(noreturn) UTIL_SysError(const char *fmt, ...);
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