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cs44源碼

發布時間:2022-09-12 19:53:36

Ⅰ 請問:cs1.6中文版源代碼是多少

你問的是CD-KEY吧,下面大把
5RP2E-EPH3K-BR3LG-KMGTE-FN8PY
5ZN2F-C6NTT-ZPBWP-L2DWQ-Y4B49
58V2E-CCKCJ-B8VSE-MEW9Y-ACB2K
5ZK2G-79JSD-FFSFD-CF35H-SDF4A
5Z62G-79JDV-79NAM-ZQVEB-ARBWY
5Z62E-79JDV-79NAM-ZGVE6-ARBWY

Ⅱ 求php的CS戰隊網站源碼

你現在看的網路 就是由源碼(代碼)組成

而編寫網站代碼語言分很多種 就像都可以造汽車 只是廠家不同 製造工藝不同 有的先進 有的貴有的便宜

主流的網站代碼語言 asp, asp.net, php 我只知道這么多其實還有很多
都是由不同的公司開發的 雖然編寫語言不同 但是他們的目的都是一樣 製作網站 或程序
php源碼就是程序語言的一種

Ⅲ 僵屍模式升級插件源碼 "源碼" (CS源碼)

#include <amxmodx>
#include <umitem>
#include <engine>
#include <cstrike>
#include <fakemeta>
#include <fun>

#define MAXMINES 3
#define MINE_DAMAGE 20
#define MINE_HEALTH 1000
#define MINE_INT_TEAM EV_INT_iuser1
#define MINE_OWNER EV_INT_iuser3
#define DMG_BULLET (1<<1)

new PLUGIN_NAME[] = "UM Item: Laser Mine"
new PLUGIN_AUTHOR[] = "Cheap_Suit"
new PLUGIN_VERSION[] = "1.1"

new Float:Delay[33]
new g_PlayerMines[33]
new boom, beam
new bool:g_lasermine[33]
new g_msgDeathMsg
new g_msgScoreInfo
new g_msgDamage
new bool:g_Dropped[33]

public plugin_init()
{
register_plugin(PLUGIN_NAME, PLUGIN_VERSION, PLUGIN_AUTHOR)
register_item("Laser Mine", "Hold out your knife and press e to plant", 3900)

register_think("lasermine","Lasermine_Think")
register_event("DeathMsg", "Event_DeathMsg", "a")
register_event("ResetHUD", "Event_ResetHUD", "be")
register_event("TextMsg", "Event_GameRestart", "a", "2=#Game_will_restart_in")
register_event("SendAudio", "Event_RoundEnd", "a", "2=%!MRAD_terwin", "2=%!MRAD_ctwin", "2=%!MRAD_rounddraw")

g_msgDeathMsg = get_user_msgid("DeathMsg")
g_msgScoreInfo = get_user_msgid("ScoreInfo")
g_msgDamage = get_user_msgid("Damage")
}

public plugin_precache()
{
precache_sound("weapons/mine_deploy.wav")
precache_sound("weapons/mine_charge.wav")
precache_sound("weapons/mine_activate.wav")
precache_sound("debris/beamstart9.wav")
precache_model("models/v_tripmine.mdl")
beam = precache_model("sprites/laserbeam.spr")
boom = precache_model("sprites/zerogxplode.spr")
}

public Event_RoundEnd() {
set_task(2.0, "remove_mines")
}

public Event_GameRestart()
{
new Float:fRestartCvar = get_cvar_float("sv_restart")
set_task((fRestartCvar - 0.5), "Event_RoundEnd")
}

public client_connect(id)
{
g_lasermine[id] = false
g_PlayerMines[id] = 0
}

public Event_DeathMsg()
{
g_PlayerMines[read_data(2)] = 0
g_Dropped[read_data(2)] = false
}

public Event_ResetHUD(id)
{
if(g_lasermine[id])
{
g_Dropped[id] = false
g_PlayerMines[id] = MAXMINES
}
}

public Enable_Item(id)
{
if(g_Dropped[id]) {
g_PlayerMines[id] = 0
} else {
g_PlayerMines[id] = MAXMINES
}
g_lasermine[id] = true
}

public Disable_Item(id)
{
g_lasermine[id] = false
g_Dropped[id] = true
}

public client_PreThink(id)
{
if(!is_user_connected(id) || !is_user_alive(id)) {
return PLUGIN_CONTINUE
}

if(!g_lasermine[id]) {
return PLUGIN_CONTINUE
}

new temp[2], weapon = get_user_weapon(id, temp[0], temp[1])
if(weapon == CSW_KNIFE)
{
if(get_user_button(id) & IN_USE)
{
if((Delay[id] + 1.3) < get_gametime())
{
if(g_PlayerMines[id] < 1) {
client_print(id, print_chat, "No more mines")
} else {
Create_Mine(id)
}
Delay[id] = get_gametime()
}
}
}
return PLUGIN_CONTINUE
}

public remove_mines()
{
new ent = find_ent_by_class(-1, "lasermine")
while(ent)
{
remove_entity(ent)
ent = find_ent_by_class(ent, "lasermine")
}
}

Create_Mine(id)
{
new Mine = create_entity("info_target")
if(is_valid_ent(Mine))
{
entity_set_string(Mine, EV_SZ_classname, "lasermine")
entity_set_int(Mine, EV_INT_movetype, MOVETYPE_FLY)
entity_set_int(Mine, EV_INT_solid, SOLID_NOT)
entity_set_model(Mine, "models/v_tripmine.mdl")

entity_set_float(Mine, EV_FL_frame, 0.0)
entity_set_int(Mine, EV_INT_body, 3)
entity_set_int(Mine, EV_INT_sequence, 7)
entity_set_float(Mine, EV_FL_framerate, 0.0)

entity_set_float(Mine, EV_FL_takedamage, 1.0)
entity_set_float(Mine, EV_FL_dmg, 100.0)
entity_set_float(Mine, EV_FL_health, float(MINE_HEALTH))

entity_set_int(Mine, EV_INT_iuser2, 0)

new Float:MinBox[3] = {-8.0, -8.0, -8.0}
new Float:MaxBox[3] = {8.0, 8.0, 8.0}
entity_set_size(Mine, MinBox, MaxBox)

new Float:vOrigin[3]
entity_get_vector(id, EV_VEC_origin, vOrigin)

new Float:flVelocity[3]
VelocityByAim(id, 64, flVelocity)

new Float:vTraceEnd[3]
vTraceEnd[0] = flVelocity[0] + vOrigin[0]
vTraceEnd[1] = flVelocity[1] + vOrigin[1]
vTraceEnd[2] = flVelocity[2] + vOrigin[2]

new Float:vTraceResult[3]
trace_line(id, vOrigin, vTraceEnd, vTraceResult)

new Float:vNormal[3]
if(trace_normal(id, vOrigin, vTraceEnd, vNormal) < 1)
{
remove_entity(Mine)
client_print(id, print_chat, "You must plant the Laser mine on a wall")
return PLUGIN_HANDLED_MAIN
}

new Float:vNewOrigin[3]

vNewOrigin[0] = vTraceResult[0] + (vNormal[0] * 8.0)
vNewOrigin[1] = vTraceResult[1] + (vNormal[1] * 8.0)
vNewOrigin[2] = vTraceResult[2] + (vNormal[2] * 8.0)

entity_set_origin(Mine, vNewOrigin)

new Float:vMineAngles[3]
vector_to_angle(vNormal, vMineAngles)
entity_set_vector(Mine, EV_VEC_angles, vMineAngles)

new Float:vBeamEnd[3]

vBeamEnd[0] = vNewOrigin[0] + (vNormal[0] * 8192)
vBeamEnd[1] = vNewOrigin[1] + (vNormal[1] * 8192)
vBeamEnd[2] = vNewOrigin[2] + (vNormal[2] * 8192)

new Float:vTracedBeamEnd[3]
trace_line(-1, vNewOrigin, vBeamEnd, vTracedBeamEnd)
entity_set_vector(Mine, EV_VEC_vuser1, vTracedBeamEnd)

emit_sound(Mine, CHAN_WEAPON, "weapons/mine_deploy.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
emit_sound(Mine, CHAN_ITEM, "weapons/mine_charge.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)

new PlayerTeam = get_user_team(id)
entity_set_int(Mine, MINE_INT_TEAM, PlayerTeam)
entity_set_int(Mine, MINE_OWNER, id)

client_print(id, print_chat, "Planted mine")
client_print(id, print_chat, "%d mines left", g_PlayerMines[id] - 1)
g_PlayerMines[id] -= 1

new param[1]
param[0] = Mine
set_task(3.5, "Mine_Activate", 0, param, 1)
}
return PLUGIN_HANDLED_MAIN
}

public Mine_Activate(param[])
{
new Mine = param[0]
if(is_valid_ent(Mine))
{
entity_set_int(Mine, EV_INT_iuser2, 1)
entity_set_int(Mine, EV_INT_solid, 2)
entity_set_float(Mine, EV_FL_nextthink, halflife_time() + 0.01)
emit_sound(Mine, CHAN_ITEM, "weapons/mine_activate.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
}
}

public Lasermine_Think(Mine)
{
if(is_valid_ent(Mine))
{
new TeamColor[3], MineTeam = entity_get_int(Mine, MINE_INT_TEAM)
switch(MineTeam)
{
case 1:
{
TeamColor[0] = 255
TeamColor[1] = 0
TeamColor[2] = 0
}
case 2:
{
TeamColor[0] = 0
TeamColor[1] = 0
TeamColor[2] = 255
}
}

new Float:vOrigin[3], Float:vEnd[3]
entity_get_vector(Mine, EV_VEC_origin, vOrigin)
entity_get_vector(Mine, EV_VEC_vuser1, vEnd)

message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(0)
write_coord(floatround(vOrigin[0]))
write_coord(floatround(vOrigin[1]))
write_coord(floatround(vOrigin[2]))
write_coord(floatround(vEnd[0]))
write_coord(floatround(vEnd[1]))
write_coord(floatround(vEnd[2]))
write_short(beam)
write_byte(0)
write_byte(0)
write_byte(3)
write_byte(5)
write_byte(0)
write_byte(TeamColor[0])
write_byte(TeamColor[1])
write_byte(TeamColor[2])
write_byte(255)
write_byte(0)
message_end()

if(entity_get_int(Mine, EV_INT_iuser2) == 1)
{
if(entity_get_float(Mine, EV_FL_health) <= 500) {
Detonate_Mine(Mine)
}
else
{
new Float:vOrigin[3], Float:vEnd[3]
entity_get_vector(Mine, EV_VEC_origin, vOrigin)
entity_get_vector(Mine, EV_VEC_vuser1, vEnd)

new Float:vTrace[3], id = trace_line(Mine, vOrigin, vEnd, vTrace)
if(is_user_connected(id) && is_user_alive(id))
{
new bool:doDamage
new VictimTeam = get_user_team(id)
new MineTeam = entity_get_int(Mine, MINE_INT_TEAM)
new FriendlyFire = get_cvar_num("mp_friendlyfire")
switch(FriendlyFire)
{
case 0:
{
if(VictimTeam != MineTeam) {
doDamage = true
} else {
doDamage = false
}
}
case 1: doDamage = true
}

if(doDamage)
{
new VictimHealth = get_user_health(id)
new Damage = VictimHealth - MINE_DAMAGE

if(Damage <= 0)
{
new MineOwner = entity_get_int(Mine, MINE_OWNER)
Create_Kill(id, MineOwner, "Lasermine")
}
else
{
set_user_health(id, Damage)

message_begin(MSG_ONE_UNRELIABLE, g_msgDamage, {0, 0, 0}, id)
write_byte(MINE_DAMAGE)
write_byte(MINE_DAMAGE)
write_long(DMG_BULLET)
write_coord(floatround(vOrigin[0]))
write_coord(floatround(vOrigin[1]))
write_coord(floatround(vOrigin[2]))
message_end()
}
emit_sound(id, CHAN_WEAPON, "debris/beamstart9.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
}
}
}
}
}
entity_set_float(Mine, EV_FL_nextthink, halflife_time() + 0.01)
}

Detonate_Mine(Mine)
{
new Float:vOrigin[3]
entity_get_vector(Mine, EV_VEC_origin, vOrigin)

message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(99)
write_short(Mine)
message_end()

message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(3)
write_coord(floatround(vOrigin[0]))
write_coord(floatround(vOrigin[1]))
write_coord(floatround(vOrigin[2]))
write_short(boom)
write_byte(50)
write_byte(15)
write_byte(0)
message_end()

radius_damage(vOrigin, 1, 50)
remove_entity(Mine)

return PLUGIN_CONTINUE
}

Create_Kill(id, attacker, weaponDescription[])
{
new FFon = get_cvar_num("mp_friendlyfire")
if(FFon && get_user_team(id) == get_user_team(attacker))
{
set_user_frags(attacker, get_user_frags(attacker) - 1)
client_print(attacker, print_center, "You killed a teammate")

new money = cs_get_user_money(attacker)
if(money != 0) cs_set_user_money(attacker, money - 150, 1)
}
else if(get_user_team(id) != get_user_team(attacker))
{
set_user_frags(attacker, get_user_frags(attacker) + 1)
new money = cs_get_user_money(attacker)

if(money < 16000) cs_set_user_money(attacker,money + 300,1)
}

logKill(attacker, id, weaponDescription)

//Kill the victim and block the messages
set_msg_block(g_msgDeathMsg,BLOCK_ONCE)
set_msg_block(g_msgScoreInfo,BLOCK_ONCE)
user_kill(id)

//user_kill removes a frag, this gives it back
set_user_frags(id,get_user_frags(id) + 1)

//Replaced HUD death message
message_begin(MSG_ALL,g_msgDeathMsg,{0,0,0},0)
write_byte(attacker)
write_byte(id)
write_byte(0)
write_string(weaponDescription)
message_end()

//Update killers scorboard with new info
message_begin(MSG_ALL,g_msgScoreInfo)
write_byte(attacker)
write_short(get_user_frags(attacker))
write_short(get_user_deaths(attacker))
write_short(0)
write_short(get_user_team(attacker))
message_end()

//Update victims scoreboard with correct info
message_begin(MSG_ALL,g_msgScoreInfo)
write_byte(id)
write_short(get_user_frags(id))
write_short(get_user_deaths(id))
write_short(0)
write_short(get_user_team(id))
message_end()
}

// ------- LOG KILL------------

public logKill(id, victim, weaponDescription[] )
{
new namea[32],namev[32],authida[35],authidv[35],teama[16],teamv[16]

//Info On Attacker
get_user_name(id,namea,31)
get_user_team(id,teama,15)
get_user_authid(id,authida,34)

//Info On Victim
get_user_name(victim,namev,31)
get_user_team(victim,teamv,15)
get_user_authid(victim,authidv,34)

//Log This Kill
if( id != victim )
{
log_message("^"%s<%d><%s><%s>^" killed ^"%s<%d><%s><%s>^" with ^"%s^"",
namea,get_user_userid(id),authida,teama,namev,get_user_userid(victim),authidv,teamv, weaponDescription )
}
else
{
log_message("^"%s<%d><%s><%s>^" committed suicide with ^"%s^"",
namea,get_user_userid(id),authida,teama, weaponDescription )
}
}

坐等分

Ⅳ 求CS插件源代碼轉換工具漢化版

編譯
是不是把 sma文件轉換成amxx文件呢?

如果是再網路HI我把 詳細給你說

Ⅳ cs源代碼有啥用

源代碼是表達演算法,完成功能的,經過編譯器編譯後形成可執行代碼。cs代碼是C#編程語言的源代碼。

Ⅵ 我有一套CS文件的源代碼,怎樣生成DLL

新建項目 - 類庫 把你的CS COPY里 然後右鍵項目 點生成
DLL文件在 這個項目文件夾DEBUG裡面
然後在用到的時候 就引用就行了!
不知道要的是這個不

Ⅶ 我有一套CS文件的源代碼,怎樣生成DLL

新建項目
-
類庫
把你的CS
COPY里
然後右鍵項目
點生成
DLL文件在
這個項目文件夾DEBUG裡面
然後在用到的時候
就引用就行了!
不知道要的是這個不

Ⅷ Photoshop_CS_44m和Photoshop7.0有什麼區別

Photoshop_CS增加了路徑文字的變形和照片紅眼修復等十項功能,是7.0的後續版本,你用7.0學習完全可以,7.0的功能已經空前強大了。
44M就不懂了,大概是簡化版。
我只知道這么多了。

Ⅸ CS中的警用44號槍在現實中叫什麼

Steyr Aug
價格 : $3500
原產地 : 奧地利
製造商 : Steyr
口徑 : 5.56mm NATO
容彈量 : 30 發
最大備彈量:90
有效射程(CS) : 727 rpm
重量(LOADED) : 4.09 kg. Projectile
重量 : 4 grams
初速度 : 2900 英尺/秒
槍口動能 : 1570 焦耳
特殊武器功能:1.4倍放大
殺傷力:28
裝甲修正:0.18
彈夾更換速度:3.39秒
射速:8.47發/每秒(正常模式), 6.35發/秒(狙擊模式)
評價:另一個CT專用武器。擁有難以置信的火力和一個大范圍瞄準器。這個武器的噪音特別大,而且因為後坐力影響了精確度。能在牆上打個洞。擁有了它,能將成為一個致命的對手。 答案補充 AK殺傷力大,但是後坐力強,AK用好了比AWP好用,開槍快3發子彈爆頭,次次點射,M4A1後坐力小子彈密集,沒有AK好用熟AK最強,看你能不能聯系好了

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