廣告廣告
  加入我的最愛 設為首頁 風格修改
首頁 首尾
 手機版   訂閱   地圖  簡體 
您是第 2261 個閱讀者
 
發表文章 發表投票 回覆文章
  可列印版   加為IE收藏   收藏主題   上一主題 | 下一主題   
manabc123
個人文章 個人相簿 個人日記 個人地圖
小人物
級別: 小人物 該用戶目前不上站
推文 x0 鮮花 x1
分享: 轉寄此文章 Facebook Plurk Twitter 複製連結到剪貼簿 轉換為繁體 轉換為簡體 載入圖片
推文 x0
[1.6][插件] 我想把zp火箭改成只有復仇者
有人可以教教我改嗎
那sma的格式~:
可能會很長吧
但幫幫忙表情
謝謝各位有力的大大~
[code]/*|_/=\_|**|_/=\_|**|_/=\_|**|_/=\_|**|_/=\_|**|_/=\_|**|_/=\_|**|_/=\_|**|_/=\_|**|_/=\_|**|_/=\_|**|_/=\_|**|_/=\_|**|_/=\_|**|_/=\_|**|_/=\_|**|_/=\_|**|_/=\_|**|_/=\_|*
*
* [ZP] Extra Item - Bazooka 3.2  (by B!gBud)
*
* Allows Humans buy a Bazooka in Zombie Plague [4.0]
*
* CREDITS:
*    KleeneX
*    Bad_Bud
*    MeRcyLeZZ
*    mogel
*
* MODIFY:
*    Jim (Taiwan)
*
* CVARS:
*    zp_bazooka_toggle 1             // 0 = Plugin off / 1 = Plugin on
*    zp_bazooka_keybind 0             // 0 = Use default key  / 1 = User bind key
*    zp_bazooka_oneround 1             // Only can use one round [ 0 = No / 1 = Yes ]
*    zp_bazooka_rocket_give 2        // How much rocket can give when buy a bazooka
*    zp_bazooka_rocket_num 2            // How much rocket can take at one time
*    zp_bazooka_rocket_delay 12        // How long you got to wait to shoot the next rocket(in sec.)
*    zp_bazooka_rocket_speed 1200        // Set the rocket Speed
*    zp_bazooka_rocket_maxdmg 1500        // Set the max rocket Damage
*    zp_bazooka_rocket_mindmg 100        // Set the min rocket Damage
*    zp_bazooka_rocket_dmgradius 350        // Set the radius of a rocket explosion
*    zp_bazooka_rocket_reloadtime 5.0    // Reload rocket time
*    zp_bazooka_rocket_dmghuman 1         // Rocket explosion also can make damage for human
*    zp_bazooka_kill_frags 1             // How much frags receive when killed a enemy
*    zp_bazooka_tk_frags 1             // How much frags deduct when killed a teammate
*    zp_bazooka_kill_ammopack 1         // How much ammopack receive when killed a enemy
*    zp_bazooka_tk_ammopack 1         // How much ammopack deduct when killed a teammate
*
*|_/=\_|**|_/=\_|**|_/=\_|**|_/=\_|**|_/=\_|**|_/=\_|**|_/=\_|**|_/=\_|**|_/=\_|**|_/=\_|**|_/=\_|**|_/=\_|**|_/=\_|**|_/=\_|**|_/=\_|**|_/=\_|**|_/=\_|**|_/=\_|**|_/=\_|*/


#include <amxmodx>
#include <fakemeta>
#include <hamsandwich>
#include <xs>
#include <zombieplague>

// 插件主要資訊
#define PLUGIN_NAME    "[ZP] Extra Item - Bazooka"
#define PLUGIN_VERSION    "3.2"
#define PLUGIN_AUTHOR    "B!gBud"

#define TASK_ID 9182

// Weapons Offsets (win32)
const OFFSET_FlNextPrimaryAttack = 46
const OFFSET_FlNextSecondaryAttack = 47

// Linux diff's
const OFFSET_LINUX_WEAPONS = 4 // weapon offsets are only 4 steps higher on Linux

// 特殊道具名稱和價格
new const g_item_name[] = { "火箭筒" }; //特殊道具名稱
new const g_item_cost = 1; //購買火箭筒一次要花多少子彈包
new const g_rocket_cost = 1; //購買一次火箭彈要花多少子彈包
new const g_rocket_buy_amount = 1; //購買一次火箭彈可得到多少枚補充

// 火箭筒模型和音效
new const BAZOOKA_P_MDL[] = { "models/zombie_plague/p_law.mdl" }    //火箭筒的 p_ 模型
new const BAZOOKA_V_MDL[] = { "models/zombie_plague/v_law.mdl" }    //火箭筒的 v_ 模型
new const BAZOOKA_W_MDL[] = { "models/zombie_plague/w_law.mdl" }    //火箭筒的 w_ 模型
//new const ROCKET_MDL[] = { "models/rpgrocket.mdl" }            //火箭彈的模型
new const ROCKET_MDL[] = { "models/zombie_plague/rpgrocket3.mdl" }    //火箭彈的模型
new const KNIFE_P_MDL[] = { "models/p_knife.mdl" }            //原始小刀的 p_ 模型
new const KNIFE_V_MDL[] = { "models/v_knife.mdl" }            //原始小刀的 v_ 模型
new const GET_BAZOOKA_SOUND[] = { "items/gunpickup2.wav" }        //取得火箭筒時的音效
new const SELECT_BAZOOKA_SOUND[] = { "common/wpn_hudon.wav" }        //選擇使用火箭筒時的音效
new const BAZOOKA_FIRE_SOUND[] = { "weapons/rocketfire1.wav" }        //火箭筒發射火箭彈時的音效
new const BAZOOKA_OUTAMMO_SOUND[] = { "weapons/357_cock1.wav" }        //火箭筒沒裝彈時擊發的音效
new const BAZOOKA_RELOAD_SOUND[] = { "items/ammopickup1.wav" }        //裝填火箭彈時的音效
new const ROCKET_FLY_SOUND[] = { "weapons/nuke_fly.wav"    }        //火箭彈飛行時的音效
new const ROCKET_DETONATE_SOUND[] = { "weapons/mortarhit.wav" }        //火箭彈引爆時的音效
new const BUY_ROCKET_SOUND[] = { "items/9mmclip2.wav" }            //購買火箭彈時的音效
new const CANT_SHOOT_SOUND[] = { "common/wpn_denyselect.wav" }        //火箭筒在無法射擊的情況下所發出的警告聲音

// 定義變數
new cvar_Toggle, cvar_KeyBind, cvar_OneRound
new cvar_RocketGive, cvar_RocketNum, cvar_RocketDelay, cvar_RocketSpeed
new cvar_MaxDamage, cvar_MinDamage, cvar_DamageRange
new cvar_ReloadTime, cvar_DamageHuman
new cvar_KilledFrags, cvar_TeamKillFrags, cvar_KilledAmmopack, cvar_TeamKillAmmopack
new explosion, trail, white, spark[3]
new g_item_bazooka
new Float:global_time
new bool:end_round
new maxplayers
new bool:has_bazooka[33], bool:activated[33]
new have_rocket_num[33]
new bool:rocket_ready[33], Float:rocket_ready_time[33]
new bool:reload_rocket[33]
new user_weapon[33]
new Float:show_msg_time[33]

#define Damage_Human_Multiplier 0.05 //對人類造成的傷害數值的乘數
#define Damage_Survivor_Multiplier 0.01 //對倖存者造成的傷害數值的乘數
#define Explosoin_Knockback_Power 500 //爆炸時震退效果的力量數值.(設定成 0 代表無震退效果)

public plugin_init()
{
    register_plugin(PLUGIN_NAME, PLUGIN_VERSION, PLUGIN_AUTHOR)
   
    new ver[64]
    format(ver, 63, "%s v%s", PLUGIN_NAME, PLUGIN_VERSION)
    register_cvar("zp_extra_bazooka", ver, FCVAR_SERVER)
   
    g_item_bazooka = zp_register_extra_item(g_item_name, g_item_cost, ZP_TEAM_HUMAN)
   
    cvar_Toggle = register_cvar("zp_bazooka_toggle", "1")            //火箭筒插件開關
    cvar_KeyBind = register_cvar("zp_bazooka_keybind", "0")            //火箭筒的切換使用鍵是否用自行 bind 設定
    cvar_OneRound = register_cvar("zp_bazooka_oneround", "0")        //只能在該回合使用
    cvar_RocketGive = register_cvar("zp_bazooka_rocket_give", "2")        //購買火箭筒後.同時給予多少枚火箭彈
    cvar_RocketNum = register_cvar("zp_bazooka_rocket_num", "5")        //一次最多能攜帶多少枚火箭彈
    cvar_RocketDelay = register_cvar("zp_bazooka_rocket_delay", "12.0")    //火箭彈發射後的引爆延遲時間
    cvar_RocketSpeed = register_cvar("zp_bazooka_rocket_speed", "1500")    //火箭彈的飛行速度
    cvar_MaxDamage = register_cvar("zp_bazooka_rocket_maxdmg", "1500")    //火箭彈爆炸時造成的最大傷害數值
    cvar_MinDamage = register_cvar("zp_bazooka_rocket_mindmg", "100")    //火箭彈爆炸時造成的最小傷害數值
    cvar_DamageRange = register_cvar("zp_bazooka_rocket_dmgradius", "300")    //火箭彈的爆炸傷害範圍
    cvar_ReloadTime = register_cvar("zp_bazooka_rocket_reloadtime", "8.0")    //火箭彈裝填的花費時間
    cvar_DamageHuman = register_cvar("zp_bazooka_rocket_dmghuman", "1")     //火箭彈爆炸也會對人類造成傷害
    cvar_KilledFrags = register_cvar("zp_bazooka_kill_frags", "1")         //用火箭筒殺死一個敵人能得到多少frag
    cvar_TeamKillFrags = register_cvar("zp_bazooka_tk_frags", "1")         //用火箭筒誤殺一個隊友會減去多少frag
    cvar_KilledAmmopack = register_cvar("zp_bazooka_kill_ammopack", "1")     //用火箭筒殺死一個敵人能得到多少子彈包
    cvar_TeamKillAmmopack = register_cvar("zp_bazooka_tk_ammopack", "1")     //用火箭筒誤殺一個隊友會減去多少子彈包
   
    register_concmd("bazooka_act", "cmd_ActivatedBazooka", ADMIN_USER, "- activated Bazooka")
    register_clcmd("say /buy_bazooka", "cmd_BuyBazooka")
    register_clcmd("say_team /buy_bazooka", "cmd_BuyBazooka")
   
    RegisterHam(Ham_Item_PostFrame, "weapon_knife", "fw_Item_PostFrame", 1)
   
    register_forward(FM_StartFrame, "fw_StartFrame")
    register_forward(FM_CmdStart, "fw_CmdStart")
    register_forward(FM_Touch, "fw_Touch")
   
    register_event("DeathMsg", "player_die", "a")
    register_event("HLTV", "event_round_start", "a", "1=0", "2=0")
    register_event("TextMsg", "event_weapon_drop", "be", "2=#Weapon_Cannot_Be_Dropped")
    register_message(get_user_msgid("WeapPickup"), "message_weappickup")
    register_message(get_user_msgid("CurWeapon"), "message_cur_weapon")
   
    maxplayers = get_maxplayers()
}

public plugin_precache()
{
    precache_model(BAZOOKA_P_MDL)
    precache_model(BAZOOKA_V_MDL)
    precache_model(BAZOOKA_W_MDL)
    precache_model(ROCKET_MDL)
    precache_model(KNIFE_P_MDL)
    precache_model(KNIFE_V_MDL)
    precache_sound(GET_BAZOOKA_SOUND)
    precache_sound(BAZOOKA_FIRE_SOUND)
    precache_sound(BAZOOKA_OUTAMMO_SOUND)
    precache_sound(BAZOOKA_RELOAD_SOUND)
    precache_sound(ROCKET_FLY_SOUND)
    precache_sound(ROCKET_DETONATE_SOUND)
    precache_sound(BUY_ROCKET_SOUND)
    precache_sound(CANT_SHOOT_SOUND)
   
    explosion = precache_model("sprites/zerogxplode.spr")
    trail = precache_model("sprites/smoke.spr")
    white = precache_model("sprites/white.spr")
    //spark = precache_model("sprites/muzzleflash.spr")
    spark[0] = precache_model("sprites/muz2.spr")
    spark[1] = precache_model("sprites/muz3.spr")
    spark[2] = precache_model("sprites/muz8.spr")
}

public zp_extra_item_selected(id, itemid)
{
    if (itemid == g_item_bazooka)
    {
        if (!get_pcvar_num(cvar_Toggle))
        {
            zp_set_user_ammo_packs(id, zp_get_user_ammo_packs(id) + g_item_cost)
            client_print(id, print_chat, "[ZP] 火箭筒插件己關閉.")
            return PLUGIN_CONTINUE;
        }
       
        if (has_bazooka[id])
        {
            zp_set_user_ammo_packs(id, zp_get_user_ammo_packs(id) + g_item_cost)
            client_print(id, print_chat, "[ZP] 你已經有買火箭筒了.")
            return PLUGIN_CONTINUE;
        }
       
        has_bazooka[id] = true
       
        new rocket_give = get_pcvar_num(cvar_RocketGive)
        new rocket_num = get_pcvar_num(cvar_RocketNum)
        if (rocket_give <= rocket_num)
            have_rocket_num[id] = rocket_give
        else
            have_rocket_num[id] = rocket_num
       
        rocket_ready[id] = true
        reload_rocket[id] = false
        set_use_bazooka(id)
        engfunc(EngFunc_EmitSound, id, CHAN_ITEM, GET_BAZOOKA_SOUND, 1.0, ATTN_NORM, 0, PITCH_NORM)
       
        if (get_pcvar_num(cvar_KeyBind))
        {
            client_print(id, print_chat, "[ZP] 你已購買了火箭筒. (設定切換使用鍵 bind <key> bazooka_act)")
            client_print(id, print_chat, "[ZP] 使用火箭筒時,按滑鼠'左鍵'攻擊,按'R'買火箭彈.")
        }
        else
        {
            client_cmd(id, "bind F2 bazooka_act")
            client_print(id, print_chat, "[ZP] 你已購買了火箭筒. (按'F2'可切換使用)")
            client_print(id, print_chat, "[ZP] 使用火箭筒時,按滑鼠'左鍵'攻擊,按'R'買火箭彈.")
        }
    }
   
    return PLUGIN_CONTINUE;
}

public cmd_BuyBazooka(id)
{
    if (!get_pcvar_num(cvar_Toggle))
    {
        client_print(id, print_center, "[ZP] 火箭筒插件己關閉.")
        return PLUGIN_HANDLED;
    }
   
    if (!is_user_alive(id))
    {
        client_print(id, print_center, "[ZP] 你已經死掉了,不能購買火箭筒.")
        return PLUGIN_HANDLED;
    }
   
    if (zp_get_user_zombie(id))
    {
        client_print(id, print_center, "[ZP] 你不是人類,不能購買火箭筒.")
        return PLUGIN_HANDLED;
    }
   
    if (zp_get_user_survivor(id))
    {
        client_print(id, print_center, "[ZP] 你是倖存者,不能購買火箭筒.")
        return PLUGIN_HANDLED;
    }
   
    if (has_bazooka[id])
    {
        client_print(id, print_center, "[ZP] 你已經有買火箭筒了.")
        return PLUGIN_HANDLED;
    }
   
    new money = zp_get_user_ammo_packs(id)
    if (money < g_item_cost)
    {
        client_print(id, print_center, "[ZP] 你沒有足夠的子彈包來購買火箭筒. (需要%d子彈包)", g_item_cost)
        return PLUGIN_HANDLED;
    }
   
        zp_set_user_ammo_packs(id, money - g_item_cost)
    has_bazooka[id] = true
   
    new rocket_give = get_pcvar_num(cvar_RocketGive)
    new rocket_num = get_pcvar_num(cvar_RocketNum)
    if (rocket_give <= rocket_num)
        have_rocket_num[id] = rocket_give
    else
        have_rocket_num[id] = rocket_num
   
    rocket_ready[id] = true
    reload_rocket[id] = false
    set_use_bazooka(id)
    engfunc(EngFunc_EmitSound, id, CHAN_ITEM, GET_BAZOOKA_SOUND, 1.0, ATTN_NORM, 0, PITCH_NORM)
   
    if (get_pcvar_num(cvar_KeyBind))
    {
        client_print(id, print_chat, "[ZP] 你已購買了火箭筒. (設定切換使用鍵 bind <key> bazooka_act)")
        client_print(id, print_chat, "[ZP] 使用火箭筒時,按滑鼠'左鍵'攻擊,按'R'買火箭彈.")
    }
    else
    {
        client_cmd(id, "bind F2 bazooka_act")
        client_print(id, print_chat, "[ZP] 你已購買了火箭筒. (按'F2'可切換使用)")
        client_print(id, print_chat, "[ZP] 使用火箭筒時,按滑鼠'左鍵'攻擊,按'R'買火箭彈.")
    }
   
    return PLUGIN_HANDLED;
}

public cmd_ActivatedBazooka(id)
{
    if (!is_user_alive(id) || !has_bazooka[id])
        return PLUGIN_CONTINUE;
   
    client_print(id, print_center, "")
   
    if (activated[id])
    {
        clear_show_rocket(id)
        set_use_knife(id)
    }
    else
    {
        set_use_bazooka(id)
        engfunc(EngFunc_EmitSound, id, CHAN_ITEM, SELECT_BAZOOKA_SOUND, 1.0, ATTN_NORM, 0, PITCH_NORM)
        show_rocket_num(id)
    }
   
    return PLUGIN_CONTINUE;
}

public fw_Item_PostFrame(weapon)
{
    if (!pev_valid(weapon))
        return HAM_IGNORED;
   
    static id
    id = pev(weapon, pev_owner)
   
    if (!is_user_alive(id) || !has_bazooka[id] || !activated[id])
        return HAM_IGNORED;
   
    set_weapon_next_pri_attack(weapon, 0.5)
    set_weapon_next_sec_attack(weapon, 0.5)
   
    return HAM_IGNORED;
}

public fw_StartFrame()
{
    if (!get_pcvar_num(cvar_Toggle))
        return;
   
    global_time = get_gametime()
   
    static id
    for (id = 1; id <= 32; id++)
    {
        check_player(id)
    }
}

public check_player(id)
{
    if (!is_user_alive(id) || zp_get_user_zombie(id) || zp_get_user_survivor(id))
        return PLUGIN_CONTINUE;
   
    if (!has_bazooka[id])
        return PLUGIN_CONTINUE;
   
    if (is_use_shield(id))
    {
        drop_bazooka(id)
        return PLUGIN_CONTINUE;
    }
   
    if (!activated[id])
        return PLUGIN_CONTINUE;
   
    if (!is_use_bazooka(id))
    {
        client_print(id, print_center, "")
        clear_show_rocket(id)
        activated[id] = false
        reload_rocket[id] = false
        return PLUGIN_CONTINUE;
    }
   
    if (!rocket_ready[id])
    {
        if (!reload_rocket[id])
        {
            if (have_rocket_num[id] > 0)
            {
                reload_rocket[id] = true
                rocket_ready_time[id] = global_time + get_pcvar_float(cvar_ReloadTime)
            }
        }
        else
        {
            if (global_time > rocket_ready_time[id])
            {
                SendWeaponAnim(id, 0)
                engfunc(EngFunc_EmitSound, id, CHAN_WEAPON, BAZOOKA_RELOAD_SOUND, 1.0, ATTN_NORM, 0, PITCH_NORM)
                client_print(id, print_center, "火箭彈已裝填完成!")
                rocket_ready[id] = true
                reload_rocket[id] = false
            }
        }
    }
   
    if (show_msg_time[id] < global_time)
    {
        show_rocket_num(id)
        show_msg_time[id] = global_time + 0.5
    }
   
    return PLUGIN_CONTINUE;
}

public fw_CmdStart(id, uc_handle, seed)
{
    if (!is_user_alive(id) || !has_bazooka[id] || !activated[id])
        return FMRES_IGNORED;
   
    new button = get_uc(uc_handle, UC_Buttons)
    new oldbutton = pev(id, pev_oldbuttons)
   
    if ((button & IN_ATTACK) && !(oldbutton & IN_ATTACK))
        fire_rocket(id)
   
    if ((button & IN_RELOAD) && !(oldbutton & IN_RELOAD))
        buy_rocket(id)
   
    return FMRES_HANDLED;
}

public fw_Touch(ptr, ptd)
{
    if (!pev_valid(ptr))
        return FMRES_IGNORED;
   
    new classname[32]
    pev(ptr, pev_classname, classname, charsmax(classname))
   
    if (equal(classname, "fake_bazooka"))
    {
        if (!pev_valid(ptd))
            return FMRES_IGNORED;
       
        if (!is_user_alive(ptd) || !(1 <= ptd <= maxplayers) || zp_get_user_zombie(ptd) || zp_get_user_survivor(ptd))
            return FMRES_IGNORED;
       
        if (has_bazooka[ptd])
            return FMRES_IGNORED;
       
        has_bazooka[ptd] = true
        have_rocket_num[ptd] = pev(ptr, pev_iuser4)
        rocket_ready[ptd] = (pev(ptr, pev_iuser3) == 1 ? true : false)
        reload_rocket[ptd] = false
        set_use_bazooka(ptd)
        engfunc(EngFunc_EmitSound, ptd, CHAN_ITEM, GET_BAZOOKA_SOUND, 1.0, ATTN_NORM, 0, PITCH_NORM)
       
        if (get_pcvar_num(cvar_KeyBind))
        {
            client_print(ptd, print_chat, "[ZP] 你撿起了一個火箭筒. (設定切換使用鍵 bind <key> bazooka_act)")
            client_print(ptd, print_chat, "[ZP] 使用火箭筒時,按滑鼠'左鍵'攻擊,按'R'買火箭彈.")
        }
        else
        {
            client_cmd(ptd, "bind F2 bazooka_act")
            client_print(ptd, print_chat, "[ZP] 你撿起了一個火箭筒. (按'F2'可切換使用)")
            client_print(ptd, print_chat, "[ZP] 使用火箭筒時,按滑鼠'左鍵'攻擊,按'R'買火箭彈.")
        }
       
        engfunc(EngFunc_RemoveEntity, ptr)
    }
    else if (equal(classname, "fake_rocket"))
    {
/*
        if (pev_valid(ptd))
        {
            new classname2[32]
            pev(ptd, pev_classname, classname2, charsmax(classname2))
            if (equal(classname2, "func_breakable"))
                fm_force_use(ptr, ptd)
        }
*/
        detonate_rocket(ptr)
    }
   
    return FMRES_IGNORED;
}

public event_weapon_drop(id)
{
    if (!has_bazooka[id] || !activated[id])
        return PLUGIN_CONTINUE;
   
    new weapon, clip,ammo
    weapon = get_user_weapon(id, clip, ammo)
    if (weapon != CSW_KNIFE)
        return PLUGIN_CONTINUE;
   
    client_print(id, print_center, "")
    drop_bazooka(id)
    set_use_knife(id)
   
    return PLUGIN_CONTINUE;
}

public message_weappickup(msg_id, msg_dest, id)
{
    if (!is_user_alive(id) || !has_bazooka[id])
        return PLUGIN_CONTINUE;
   
    if (is_use_bazooka(id))
        set_task(0.1, "reset_bazooka_activated", id)
   
    return PLUGIN_CONTINUE;
}

public reset_bazooka_activated(id)
{
    if (is_use_bazooka(id))
        activated[id] = true
}

public message_cur_weapon(msg_id, msg_dest, id)
{
    if (!is_user_alive(id) || !has_bazooka[id])
        return PLUGIN_CONTINUE;
   
    // Not an active weapon
    if (get_msg_arg_int(1) != 1)
        return PLUGIN_CONTINUE;
   
    new weapon = get_msg_arg_int(2)
   
    if (weapon != user_weapon[id])
    {
        user_weapon[id] = weapon
       
        if (activated[id] && (weapon != CSW_KNIFE))
        {
            client_print(id, print_center, "")
            clear_show_rocket(id)
            reload_rocket[id] = false
            activated[id] = false
        }
    }
   
    return PLUGIN_CONTINUE;
}

public set_use_bazooka(id)
{
    new weapon, clip, ammo
    weapon = get_user_weapon(id, clip, ammo)
    if (weapon != CSW_KNIFE)
    {
        engclient_cmd(id, "weapon_knife")
        set_task(0.1, "set_use_bazooka", id)
        return PLUGIN_CONTINUE;
    }
   
    set_pev(id, pev_viewmodel2, BAZOOKA_V_MDL)
    set_pev(id, pev_weaponmodel2, BAZOOKA_P_MDL)
   
    SendWeaponAnim(id, 0)
   
    if (rocket_ready[id])
        client_print(id, print_center, "火箭彈已備妥等待發射.")
   
    activated[id] = true
   
    new weapon_ent = fm_find_ent_by_owner(-1, "weapon_knife", id)
    set_weapon_next_pri_attack(weapon_ent, 1.0)
    set_weapon_next_sec_attack(weapon_ent, 1.0)
   
    return PLUGIN_CONTINUE;
}

public set_use_knife(id)
{
    set_pev(id, pev_viewmodel2, KNIFE_V_MDL)
    set_pev(id, pev_weaponmodel2, KNIFE_P_MDL)
    SendWeaponAnim(id, 3)
    activated[id] = false
    reload_rocket[id] = false
   
    return PLUGIN_CONTINUE;
}

public fire_rocket(id)
{
    if (!is_user_alive(id) || !has_bazooka[id] || !activated[id])
        return PLUGIN_HANDLED;
   
    if (!rocket_ready[id])
    {
        SendWeaponAnim(id, 0)
        engfunc(EngFunc_EmitSound, id, CHAN_WEAPON, BAZOOKA_OUTAMMO_SOUND, 1.0, ATTN_NORM, 0, PITCH_NORM)
        return PLUGIN_CONTINUE;
    }
   
    new view_dist = get_forward_view_dist(id)
    if (view_dist < 100)
    {
        SendWeaponAnim(id, 0)
        engfunc(EngFunc_EmitSound, id, CHAN_WEAPON, CANT_SHOOT_SOUND, VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
        client_print(id, print_center, "視角前方距離太近,無法射擊!")
        return PLUGIN_CONTINUE;
    }
   
    SendWeaponAnim(id, 2)
   
    new ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
    if (!pev_valid(ent))
        return PLUGIN_CONTINUE;
   
    set_pev(ent, pev_classname, "fake_rocket")
    set_pev(ent, pev_owner, id)
   
    new Float:mins[3] = { -2.5, -2.5, -2.5 }
    new Float:maxs[3] = { 2.5, 2.5, 2.5 };
    engfunc(EngFunc_SetSize, ent, mins, maxs)
   
    set_pev(ent, pev_solid, SOLID_BBOX)
    set_pev(ent, pev_movetype, MOVETYPE_FLY)
   
    new Float:origin[3], Float:aim_vector[3], Float:aim_origin[3]
    pev(id, pev_origin, origin)
    fm_get_aim_vector(id, 64, aim_vector, aim_origin)
    xs_vec_add(origin, aim_vector, origin)
    set_pev(ent, pev_origin, origin)
   
    engfunc(EngFunc_SetModel, ent, ROCKET_MDL)
   
    new Float:velocity[3], Float:angles[3], Float:temp
    temp = vector_length(aim_vector)
    temp = get_pcvar_float(cvar_RocketSpeed) / (temp > 0.0 ? temp : 1.0)
    xs_vec_mul_scalar(aim_vector, temp, velocity)
    set_pev(ent, pev_velocity, velocity)
    vector_to_angle(velocity, angles)
    set_pev(ent, pev_angles, angles)
   
    set_pev(ent, pev_takedamage, 1.0)
   
    //顯示火箭彈飛行的尾部煙雲拖曳效果
    create_beam_follow(ent, spark[2], 2, 5, 220, 220, 220, 200)
    create_beam_follow(ent, trail, 4, 5, 220, 220, 220, 200)
   
    engfunc(EngFunc_EmitSound, id, CHAN_WEAPON, BAZOOKA_FIRE_SOUND, 1.0, ATTN_NORM, 0, PITCH_NORM)
   
    new args[3]
    args[0] = ent
    args[1] = floatround(get_pcvar_float(cvar_RocketDelay) / 0.1) //設定火箭彈的引爆延遲時間(單位0.1秒)
    args[2] = 0 // 播放火箭彈飛行聲音用的時間變數
    set_task(0.1, "rocket_fly", TASK_ID, args, sizeof args)
   
    have_rocket_num[id]--
    rocket_ready[id] = false
    reload_rocket[id] = false
    show_rocket_num(id)
   
    return PLUGIN_CONTINUE;
}

public rocket_fly(args[3])
{
    new ent = args[0]
   
    if (!pev_valid(ent))
        return;
   
    if (end_round)
    {
        if (pev_valid(ent))
            engfunc(EngFunc_RemoveEntity, ent)
       
        return;
    }
   
    // 設定火箭彈飛行時的拖尾效果
    //kill_beam(ent)
    create_beam_follow(ent, spark[random_num(0,1)], 1, 5, 220, 220, 220, 200)
    create_beam_follow(ent, trail, 1, 5, 220, 220, 220, 200)
   
    if (args[1] <= 0)
    {
        detonate_rocket(ent)
        return;
    }
   
    if (args[2] <= 0) // 設定每隔0.5秒播放一次火箭彈飛行的聲音(單位0.1秒)
    {
        engfunc(EngFunc_EmitSound, args[0], CHAN_BODY, ROCKET_FLY_SOUND, 1.0, ATTN_NORM, 0, PITCH_NORM)
        args[2] = 5
    }
   
    args[1]--
    args[2]--
   
    set_task(0.1, "rocket_fly", TASK_ID, args, sizeof args)
}

public detonate_rocket(entity)
{
    if (!pev_valid(entity))
        return PLUGIN_CONTINUE;
   
    new Float:fOrigin[3], iOrigin[3]
    pev(entity, pev_origin, fOrigin)
    FVecIVec(fOrigin, iOrigin)
   
    //輸出爆炸聲音和顯示火光效果
    create_explosion(iOrigin, explosion)
   
    //顯示火箭彈爆炸時的震波效果
    create_beamcylinder(iOrigin, white)
   
    engfunc(EngFunc_EmitSound, entity, CHAN_BODY, ROCKET_DETONATE_SOUND, 1.0, ATTN_NORM, 0, PITCH_NORM)
   
    new owner = pev(entity, pev_owner)
   
    if (!end_round)
        rocket_radius_damage(owner, iOrigin)
   
    engfunc(EngFunc_RemoveEntity, entity)
   
    return PLUGIN_CONTINUE;
}

public buy_rocket(id)
{
    if (!is_user_alive(id) || !has_bazooka[id] || !activated[id])
        return PLUGIN_HANDLED;
   
    SendWeaponAnim(id, 0)
   
    new max_rocket_num = get_pcvar_num(cvar_RocketNum)
    if (have_rocket_num[id] >= max_rocket_num)
    {
        client_print(id, print_chat, "[ZP] 你無法再攜帶更多的火箭彈!")
        return PLUGIN_HANDLED;
    }
   
    new money = zp_get_user_ammo_packs(id)
    if (money < g_rocket_cost)
    {
        client_print(id, print_chat, "[ZP] 你沒有足夠的子彈包來購買火箭彈. (需要%d子彈包)", g_rocket_cost)
        return PLUGIN_HANDLED;
    }
   
    zp_set_user_ammo_packs(id, money - g_rocket_cost)
    have_rocket_num[id] = min(have_rocket_num[id] + g_rocket_buy_amount, max_rocket_num)
    engfunc(EngFunc_EmitSound, id, CHAN_ITEM, BUY_ROCKET_SOUND, 1.0, ATTN_NORM, 0, PITCH_NORM)
    show_rocket_num(id)
   
    return PLUGIN_HANDLED;
}

public show_rocket_num(id)
{
    //set_hudmessage(255, 170, 0, 0.91, 0.91, _, _, 1.0, _, _, 4)
   
    if (rocket_ready[id])
        set_hudmessage(0, 200, 0, 0.01, 0.64, _, _, 0.8, _, _, 4)
    else
        set_hudmessage(200, 0, 0, 0.01, 0.64, _, _, 0.8, _, _, 4)
   
    show_hudmessage(id, "火箭彈:%d枚", have_rocket_num[id])
}

public clear_show_rocket(id)
{
    set_hudmessage(0, 0, 0, 0.01, 0.64, _, _, 0.8, _, _, 4)
    show_hudmessage(id, "           ")
}

public drop_bazooka(id)
{
    if (!has_bazooka[id])
        return PLUGIN_CONTINUE;
   
    new ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
    if (!pev_valid(ent))
        return PLUGIN_CONTINUE;
   
    set_pev(ent, pev_classname, "fake_bazooka")
    set_pev(ent, pev_owner, id)
   
    new Float:mins[3] = { -16.0, -16.0, -16.0 }
    new Float:maxs[3] = { 16.0, 16.0, 16.0 }
    engfunc(EngFunc_SetSize, ent, mins, maxs)
   
    set_pev(ent, pev_solid, SOLID_TRIGGER)
    set_pev(ent, pev_movetype, MOVETYPE_TOSS)
    set_pev(ent, pev_iuser3, rocket_ready[id] ? 1 : 0)
    set_pev(ent, pev_iuser4, have_rocket_num[id])
   
    new Float:origin[3], Float:aim[3]
    pev(id, pev_origin, origin)
    velocity_by_aim(id, 64, aim)
    origin[0] += aim[0]
    origin[1] += aim[1]
    set_pev(ent, pev_origin, origin)
   
    engfunc(EngFunc_SetModel, ent, BAZOOKA_W_MDL)
   
    clear_var_set(id)
   
    if (!get_pcvar_num(cvar_KeyBind))
        client_cmd(id, "unbind F2")
   
    return PLUGIN_CONTINUE;
}

public remove_bazooka()
{
    new ent = fm_find_ent_by_class(-1, "fake_bazooka")
    while(ent)
    {
        engfunc(EngFunc_RemoveEntity, ent)
        ent = fm_find_ent_by_class(ent, "fake_bazooka")
    }
}

public zp_round_ended(winteam)
{
    end_round = true
}

public zp_user_infected_pre(id, infector)
{
    if (has_bazooka[id])
        drop_bazooka(id)
}

public client_connect(id)
{
    clear_var_set(id)
}

public client_disconnect(id)
{
    clear_var_set(id)
}

public player_die()
{
    new id = read_data(2)
    if (!(1 <= id <= maxplayers))
        return;
   
    if (has_bazooka[id])
        drop_bazooka(id)
}

public event_round_start()
{
    end_round = false
   
    if (get_pcvar_num(cvar_OneRound))
    {
        for (new i = 1; i <= 32; i++)
        {
            if (has_bazooka)
            {
                if (!get_pcvar_num(cvar_KeyBind))
                    client_cmd(i, "unbind F2")
            }
           
            if (is_user_alive(i) && activated)
            {
                new weapon, clip, ammo
                weapon = get_user_weapon(i, clip, ammo)
                if (weapon == CSW_KNIFE)
                    set_use_knife(i)
            }
           
            clear_var_set(i)
        }
    }
   
    remove_bazooka();
}

public clear_var_set(id)
{
    has_bazooka[id] = false
    activated[id] = false
    have_rocket_num[id] = 0
    rocket_ready[id] = false
    reload_rocket[id] = false
    user_weapon[id] = 0
}

stock rocket_radius_damage(attacker, origin[3])
{
    new target_origin[3]
    new max_dmgrange = get_pcvar_num(cvar_DamageRange)
   
    for (new i = 1; i <= maxplayers; i++)
    {
        if (!is_user_alive(i))
            continue;
       
        if (!get_pcvar_num(cvar_DamageHuman) && !zp_get_user_zombie(i))
            continue;
       
        get_user_origin(i, target_origin)
        new dist = get_distance(origin, target_origin)
        if (dist > max_dmgrange)
            continue;
       
        new damage, temp
        damage = get_pcvar_num(cvar_MaxDamage)
        temp = damage - get_pcvar_num(cvar_MinDamage)
        damage -= floatround(float(temp) * float(dist) / float(max_dmgrange))
       
        new Float:fOrigin[3]
        IVecFVec(target_origin, fOrigin)
        particle_burst_effect(fOrigin)
       
        new Float:fVelocity[3]
        new power = Explosoin_Knockback_Power
        if (power > 0)
        {
            get_speed_vector_point_entity(fOrigin, i, power, fVelocity)
            set_pev(i, pev_velocity, fVelocity)
        }
       
        damage_user(i, attacker, damage, DMG_BLAST)
    }
}

stock damage_user(victim, attacker, damage, damage_type)
{
    if (!zp_get_user_zombie(victim))
    {
        if (zp_get_user_survivor(victim))
            damage = floatround(float(damage) * Damage_Survivor_Multiplier)
        else
            damage = floatround(float(damage) * Damage_Human_Multiplier)
       
        new armor = get_user_armor(victim)
        if (armor > 0)
        {
            new Float:armor_dmg_multi = (3.0 / 4.0) //設定在護甲數值的減損和血量的減損,比例為(3:1)
            new armor_damage = floatround(float(damage) *  armor_dmg_multi)
           
            if (armor >= armor_damage)
            {
                fm_set_user_armor(victim, armor - armor_damage)
                damage -= armor_damage
            }
            else
            {
                fm_set_user_armor(victim, 0)
                damage -= armor
            }
        }
    }
   
    if (damage < 0) damage = 0
   
    new hp = get_user_health(victim)
    if (hp > damage)
        fm_fakedamage(victim, "Rocket", float(damage), damage_type)
    else
        log_kill(attacker, victim, 0, "Rocket")
}

stock log_kill(killer, victim, headshot, weapon[])
{
    new killer_frags = get_user_frags(killer)
    new killer_ammopack = zp_get_user_ammo_packs(killer)
   
    set_msg_block(get_user_msgid("DeathMsg"), BLOCK_SET)
    ExecuteHamB(Ham_Killed, victim, killer, 2) // set last param to 2 if you want victim to gib
    set_msg_block(get_user_msgid("DeathMsg"), BLOCK_NOT)
    SendDeathMsg(killer, victim, headshot, weapon)
   
    if (get_user_team(killer) == get_user_team(victim))
    {
        killer_frags -= get_pcvar_num(cvar_TeamKillFrags)
        killer_ammopack = max(killer_ammopack - get_pcvar_num(cvar_TeamKillAmmopack), 0)
    }
    else
    {
        killer_frags += get_pcvar_num(cvar_KilledFrags)
        killer_ammopack += get_pcvar_num(cvar_KilledAmmopack)
    }
   
    fm_set_user_frags(killer, killer_frags)
    zp_set_user_ammo_packs(killer, killer_ammopack)
   
    FixDeadAttrib(victim)
    Update_ScoreInfo(victim, get_user_frags(victim), get_user_deaths(victim))
    FixDeadAttrib(killer)
    Update_ScoreInfo(killer, get_user_frags(killer), get_user_deaths(killer))
   
    new k_name[32], v_name[32], k_authid[32], v_authid[32], k_team[10], v_team[10]
   
    get_user_name(killer, k_name, charsmax(k_name))
    get_user_team(killer, k_team, charsmax(k_team))
    get_user_authid(killer, k_authid, charsmax(k_authid))
    
    get_user_name(victim, v_name, charsmax(v_name))
    get_user_team(victim, v_team, charsmax(v_team))
    get_user_authid(victim, v_authid, charsmax(v_authid))
   
    log_message("^"%s<%d><%s><%s>^" killed ^"%s<%d><%s><%s>^" with ^"%s^"",
        k_name, get_user_userid(killer), k_authid, k_team,
         v_name, get_user_userid(victim), v_authid, v_team, weapon)
}

stock fm_find_ent_by_class(index, const classname[])
{
    return engfunc(EngFunc_FindEntityByString, index, "classname", classname)
}

stock fm_fakedamage(victim, const classname[], Float:takedmgdamage, damagetype)
{
    new class[] = "trigger_hurt";
    new entity = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, class));
    if (!entity)
        return 0;
   
    new value[16];
    float_to_str(takedmgdamage * 2, value, sizeof value - 1);
    fm_set_kvd(entity, "dmg", value, class);
   
    num_to_str(damagetype, value, sizeof value - 1);
    fm_set_kvd(entity, "damagetype", value, class);
   
    fm_set_kvd(entity, "origin", "8192 8192 8192", class);
    dllfunc(DLLFunc_Spawn, entity);
   
    set_pev(entity, pev_classname, classname);
    dllfunc(DLLFunc_Touch, entity, victim);
    engfunc(EngFunc_RemoveEntity, entity);
   
    return 1;
}

stock fm_set_kvd(entity, const key[], const value[], const classname[] = "")
{
    if (classname[0])
    {
        set_kvd(0, KV_ClassName, classname);
    }
    else
    {
        new class[32];
        pev(entity, pev_classname, class, sizeof class - 1);
        set_kvd(0, KV_ClassName, class);
    }
   
    set_kvd(0, KV_KeyName, key);
    set_kvd(0, KV_Value, value);
    set_kvd(0, KV_fHandled, 0);
   
    return dllfunc(DLLFunc_KeyValue, entity, 0);
}

stock fm_set_user_armor(index, armor)
{
    set_pev(index, pev_armorvalue, float(armor));
   
    return 1;
}

stock fm_set_user_frags(index, frags)
{
    set_pev(index, pev_frags, float(frags));
   
    return 1;
}

/*
stock fm_force_use(user, used)
{
    return dllfunc(DLLFunc_Use, used, user)
}
*/

stock fm_get_aim_vector(index, view_distance, Float:view_vector[3], Float:view_origin[3])
{
    new Float:start[3], Float:view_ofs[3];
    pev(index, pev_origin, start);
    pev(index, pev_view_ofs, view_ofs);
    xs_vec_add(start, view_ofs, start);
   
    new Float:vector[3];
    pev(index, pev_v_angle, vector);
    engfunc(EngFunc_MakeVectors, vector);
    global_get(glb_v_forward, vector);
    xs_vec_mul_scalar(vector, float(view_distance), view_vector);
    xs_vec_add(start, view_vector, view_origin);
   
    return 1;
}

stock get_forward_view_dist(id)
{
    new iOrigin1[3], iOrigin2[3]
    get_user_origin(id, iOrigin1, 0)
    get_user_origin(id, iOrigin2, 3)
    new dist = get_distance(iOrigin1, iOrigin2)
   
    return dist;
}

stock bool:is_use_shield(id)
{
    new model[64]
    pev(id, pev_viewmodel2, model, charsmax(model))
   
    if (containi(model, "v_shield_") != -1)
        return true;
   
    return false;
}

stock bool:is_use_bazooka(id)
{
    new model[64]
    pev(id, pev_viewmodel2, model, charsmax(model))
   
    if (equal(model[7], BAZOOKA_V_MDL[7]))
        return true;
   
    return false;
}

stock SendWeaponAnim(id, iAnim)
{
    set_pev(id, pev_weaponanim, iAnim)
   
    message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, _, id)
    write_byte(iAnim)
    write_byte(pev(id, pev_body))
    message_end()
}

stock fm_find_ent_by_owner(entity, const classname[], owner)
{
    while ((entity = engfunc(EngFunc_FindEntityByString, entity, "classname", classname)) && (pev(entity, pev_owner) != owner)) {}
   
    return entity;
}

stock set_weapon_next_pri_attack(entity, Float:time)
{
    set_pdata_float(entity, OFFSET_FlNextPrimaryAttack, time, OFFSET_LINUX_WEAPONS)
}

stock set_weapon_next_sec_attack(entity, Float:time)
{
    set_pdata_float(entity, OFFSET_FlNextSecondaryAttack, time, OFFSET_LINUX_WEAPONS)
}

stock get_speed_vector_point_entity(const Float:point[3], ent, speed, Float:new_velocity[3])
{
    if(!pev_valid(ent))
        return 0;
   
    static Float:origin[3]
    pev(ent, pev_origin, origin)
   
    new_velocity[0] = origin[0] - point[0];
    new_velocity[1] = origin[1] - point[1];
    new_velocity[2] = origin[2] - point[2];
   
    static Float:num
    num = float(speed) / vector_length(new_velocity);
   
    new_velocity[0] *= num;
    new_velocity[1] *= num;
    new_velocity[2] *= num;
   
    return 1;
}

stock particle_burst_effect(const Float:originF[3])
{
    // Particle burst
    engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
    write_byte(TE_PARTICLEBURST) // TE id
    engfunc(EngFunc_WriteCoord, originF[0]) // x
    engfunc(EngFunc_WriteCoord, originF[1]) // y
    engfunc(EngFunc_WriteCoord, originF[2]) // z
    write_short(50) // radius
    write_byte(70) // color
    write_byte(3) // duration (will be randomized a bit)
    message_end()
}

stock FixDeadAttrib(id) // Fix Dead Attrib on scoreboard
{
    message_begin(MSG_BROADCAST, get_user_msgid("ScoreAttrib"))
    write_byte(id) // id
    write_byte(0) // attrib
    message_end()
}

stock Update_ScoreInfo(id, frags, deaths) // Update Player's Frags and Deaths
{
    // Update scoreboard with attacker's info
    message_begin(MSG_BROADCAST, get_user_msgid("ScoreInfo"))
    write_byte(id) // id
    write_short(frags) // frags
    write_short(deaths) // deaths
    write_short(0) // class?
    write_short(get_user_team(id)) // team
    message_end()
}

stock SendDeathMsg(attacker, victim, headshot, const weapon[]) // Send Death Message
{
    message_begin(MSG_BROADCAST, get_user_msgid("DeathMsg"))
    write_byte(attacker) // killer
    write_byte(victim) // victim
    write_byte(headshot) // headshot flag [1 or 0]
    write_string(weapon) // killer's weapon
    message_end()
}

stock create_beam_follow(entity, sprite_id, life, width, red, green, blue, brightness)
{
    //Entity add colored trail
    message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
    write_byte(TE_BEAMFOLLOW) // TE id (22)
    write_short(entity) // entity
    write_short(sprite_id) // sprite id
    write_byte(life) // life
    write_byte(width) // width
    write_byte(red) // r
    write_byte(green) // g
    write_byte(blue) // b
    write_byte(brightness) // brightness
    message_end()
}

stock create_explosion(const position[3], sprite_id)
{
    // Additive sprite, 2 dynamic lights, flickering particles, explosion sound, move vertically 8 pps
    message_begin(MSG_BROADCAST, SVC_TEMPENTITY, position)
    write_byte(TE_EXPLOSION) // TE id (3)
    write_coord(position[0]) // position.x
    write_coord(position[1]) // position.y
    write_coord(position[2]) // position.z
    write_short(sprite_id) // sprite index
    write_byte(30) // scale in 0.1's
    write_byte(15) // framerate
    write_byte(0) // flags
    message_end()
}

stock create_beamcylinder(const position[3], sprite_id)
{
    // Cylinder that expands to max radius over lifetime
    message_begin(MSG_ALL, SVC_TEMPENTITY, position)
    write_byte(TE_BEAMCYLINDER) // TE id (21)
    write_coord(position[0]) // position.x
    write_coord(position[1]) // position.y
    write_coord(position[2]) // position.z
    write_coord(position[0]) // x axis
    write_coord(position[1]) // y axis
    //write_coord(position[2]+200) // z axis
    write_coord(position[2]+get_pcvar_num(cvar_DamageRange)) // z axis
    write_short(sprite_id) // sprite index
    write_byte(0) // startframe
    write_byte(1) // framerate
    write_byte(6) // life
    write_byte(8) // width
    //write_byte(1) // noise
    write_byte(0) // noise
    write_byte(255) // red
    write_byte(255) // green
    write_byte(192) // blue
    write_byte(128) // brightness
    write_byte(5) // speed
    message_end()
}

/*
stock kill_beam(entity)
{
    // Kill all beams attached to entity
    message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
    write_byte(TE_KILLBEAM) // TE id: 99
    write_short(entity)
    message_end()
}
*/
[/code]


[ 此文章被manabc123在2011-01-25 21:34重新編輯 ]



獻花 x0 回到頂端 [樓 主] From:香港有線寬頻 | Posted:2011-01-24 21:52 |
i-c0112
個人頭像
個人文章 個人相簿 個人日記 個人地圖
小有名氣
級別: 小有名氣 該用戶目前不上站
推文 x6 鮮花 x194
分享: 轉寄此文章 Facebook Plurk Twitter 複製連結到剪貼簿 轉換為繁體 轉換為簡體 載入圖片

你先把sma內容用
[code]
[/code]
框起來吧...這樣看起來很累

把return部分的條件zp_get_user_zombie(id)的部分修正為!zp_get_user_nemesis(id)就差不多了 不過應該還是又一些地方要稍加修正


[ 此文章被i-c0112在2011-01-24 23:40重新編輯 ]


獻花 x0 回到頂端 [1 樓] From:台灣中華電信 | Posted:2011-01-24 23:30 |
q7291172
個人文章 個人相簿 個人日記 個人地圖
小人物
級別: 小人物 該用戶目前不上站
推文 x1 鮮花 x13
分享: 轉寄此文章 Facebook Plurk Twitter 複製連結到剪貼簿 轉換為繁體 轉換為簡體 載入圖片

这么长?
我记得索沛的网站有一个复仇者火箭筒


獻花 x0 回到頂端 [2 樓] From:未知地址 | Posted:2011-01-25 07:29 |

首頁  發表文章 發表投票 回覆文章
Powered by PHPWind v1.3.6
Copyright © 2003-04 PHPWind
Processed in 0.118318 second(s),query:16 Gzip disabled
本站由 瀛睿律師事務所 擔任常年法律顧問 | 免責聲明 | 本網站已依台灣網站內容分級規定處理 | 連絡我們 | 訪客留言