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  LamdaProCS - Gaming Community - Forum GENERAL DISCUSSION #PLUGINS, SCRIPTING, MODS Plugins + SMA
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unlock thompson

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unlock thompson
Cristian505 Offline
Regular Player on LamdaProCS
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Posts: 19
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Country: Romania
#1
Photo  11-22-2020, 03:32 PM (This post was last modified: 11-22-2020, 03:38 PM by Cristian505.)
For normal players
Sma and amxx: http://www.mediafire.com/file/mgc6poaytat6px5/amxx+sma.rar/file

Resources: http://www.mediafire.com/file/44srcye422qxm3k/resources.rar/file

Big Grin
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Corona Hunter Offline
Owner of LamdaProCS Gaming Community
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Posts: 6,399
Threads: 208
Joined: Mar 2016
Reputation: 105
Country: Germany
#2
11-22-2020, 04:00 PM (This post was last modified: 11-22-2020, 04:23 PM by Corona Hunter.)
thx for this but its useless for my swarm server. To much Ressources.

i will add it but there is no Sound when you shoot Wink
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Corona Hunter Offline
Owner of LamdaProCS Gaming Community
**********
Posts: 6,399
Threads: 208
Joined: Mar 2016
Reputation: 105
Country: Germany
#3
11-22-2020, 04:29 PM (This post was last modified: 11-22-2020, 04:32 PM by Corona Hunter.)
Here you can fix it the fire sound. I edited the Sma to my Mod Wink

Code:
#include <amxmodx>

#include <fakemeta>
#include <fakemeta_util>
#include <hamsandwich>
#include <cstrike>
#include <gxm_shop>

#define PLUGIN "[CSO] Thompson"
#define VERSION "1.0"
#define AUTHOR "Sneaky.amxx"

#define V_MODEL "models/gunxp/v_thompson.mdl"
#define P_MODEL "models/gunxp/p_thompson.mdl"
#define W_MODEL "models/gunxp/w_thompson.mdl"

#define CSW_BASEDON CSW_MP5NAVY
#define weapon_basedon "weapon_mp5navy"

#define DAMAGE 28
#define CLIP 50
#define BPAMMO 200
#define SPEED 1.0
#define RECOIL 1.0
#define RELOAD_TIME 3.5

#define SHOOT_ANIM 1
#define DRAW_ANIM 4
#define RELOAD_ANIM 3

#define BODY_NUM 0

#define WEAPON_SECRETCODE 49494
#define WEAPON_EVENT "events/mp5.sc"
#define OLD_W_MODEL "models/w_mp5n.mdl"

#define FIRE_SOUND "weapons/thompsongold-1.wav"

new g_Had_Weapon, g_Old_Weapon[33], Float:g_Recoil[33][3], g_Clip[33]
new g_weapon_event, g_ShellId, g_SmokePuff_SprId
new g_HamBot, g_Msg_CurWeapon
new ItemIndex;
// MACROS
#define Get_BitVar(%1,%2) (%1 & (1 << (%2 & 31)))
#define Set_BitVar(%1,%2) %1 |= (1 << (%2 & 31))
#define UnSet_BitVar(%1,%2) %1 &= ~(1 << (%2 & 31))

public plugin_init()
{
    register_plugin(PLUGIN, VERSION, AUTHOR)
    //register_gxm_item("Thompson [MP5NAVY]", "", 500, 23, GUN_SECTION_RIFLE, 0, CSW_MP5NAVY)
    ItemIndex = gxm_register_gun("Thompson MP5 NAVY", 700,0,2,0,"19")
    
    
    register_event("CurWeapon", "Event_CurWeapon", "be", "1=1")
    
    register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1)    
    register_forward(FM_PlaybackEvent, "fw_PlaybackEvent")    
    register_forward(FM_SetModel, "fw_SetModel")    
    
    RegisterHam(Ham_TraceAttack, "worldspawn", "fw_TraceAttack_World")
    RegisterHam(Ham_TraceAttack, "player", "fw_TraceAttack_Player")
    RegisterHam(Ham_Weapon_PrimaryAttack, weapon_basedon, "fw_Weapon_PrimaryAttack")
    RegisterHam(Ham_Weapon_PrimaryAttack, weapon_basedon, "fw_Weapon_PrimaryAttack_Post", 1)
    RegisterHam(Ham_Item_AddToPlayer, weapon_basedon, "fw_Item_AddToPlayer_Post", 1)
    RegisterHam(Ham_Weapon_Reload, weapon_basedon, "fw_Weapon_Reload")
    RegisterHam(Ham_Weapon_Reload, weapon_basedon, "fw_Weapon_Reload_Post", 1)
    RegisterHam(Ham_Item_PostFrame, weapon_basedon, "fw_Item_PostFrame")        
    
    g_Msg_CurWeapon = get_user_msgid("CurWeapon")

}

public plugin_precache()
{
    engfunc(EngFunc_PrecacheModel, V_MODEL)
    engfunc(EngFunc_PrecacheModel, P_MODEL)
    engfunc(EngFunc_PrecacheModel, W_MODEL)
    engfunc(EngFunc_PrecacheSound, FIRE_SOUND)
    
    g_SmokePuff_SprId = engfunc(EngFunc_PrecacheModel, "sprites/wall_puff1.spr")
    g_ShellId = engfunc(EngFunc_PrecacheModel, "models/rshell.mdl")    
    
    precache_sound("weapons/thompsongold_clipin.wav")
    precache_sound("weapons/thompsongold_clipout.wav")
    precache_sound("weapons/thompsongold-1.wav")
    precache_sound("weapons/thompsongold_draw.wav")
    
    register_forward(FM_PrecacheEvent, "fw_PrecacheEvent_Post", 1)
}

public fw_PrecacheEvent_Post(type, const name[])
{
    if(equal(WEAPON_EVENT, name))
        g_weapon_event = get_orig_retval()        
}

public client_putinserver(id)
{
    if(!g_HamBot && is_user_bot(id))
    {
        g_HamBot = 1
        set_task(0.1, "Do_RegisterHam", id)
    }
}

public Do_RegisterHam(id)
{
    RegisterHamFromEntity(Ham_TraceAttack, id, "fw_TraceAttack_Player")    
}

public gxm_gun_selected(id, itemid)
if(ItemIndex == itemid)
{
    Set_BitVar(g_Had_Weapon, id)
    fm_give_item(id, weapon_basedon)    
    
    // Set Ammo
    static Ent; Ent = fm_get_user_weapon_entity(id, CSW_BASEDON)
    if(pev_valid(Ent)) cs_set_weapon_ammo(Ent, CLIP)
    
    Give_FuckingAmmo(id, CSW_BASEDON, 0)
    
    engfunc(EngFunc_MessageBegin, MSG_ONE_UNRELIABLE, g_Msg_CurWeapon, {0, 0, 0}, id)
    write_byte(1)
    write_byte(CSW_BASEDON)
    write_byte(CLIP)
    message_end()    
}

public Remove_Weapon(id)
{
    UnSet_BitVar(g_Had_Weapon, id)
}


public Event_CurWeapon(id)
{
    if(!is_user_alive(id))
        return
    
    static CSWID; CSWID = read_data(2)
    
    if((CSWID == CSW_BASEDON && g_Old_Weapon[id] != CSW_BASEDON) && Get_BitVar(g_Had_Weapon, id))
    {
        set_pev(id, pev_viewmodel2, V_MODEL)
        set_pev(id, pev_weaponmodel2, P_MODEL)
        
        set_weapon_anim(id, DRAW_ANIM)
        //Draw_NewWeapon(id, CSWID)
    } else if((CSWID == CSW_BASEDON && g_Old_Weapon[id] == CSW_BASEDON) && Get_BitVar(g_Had_Weapon, id)) {
        static Ent; Ent = fm_get_user_weapon_entity(id, CSW_MP5NAVY)
        if(!pev_valid(Ent))
        {
            g_Old_Weapon[id] = get_user_weapon(id)
            return
        }
        
        if(cs_get_user_zoom(id) == 1)
        {
            set_pev(id, pev_viewmodel2, V_MODEL)
        } else if(cs_get_user_zoom(id) == 2 || cs_get_user_zoom(id) == 3) {
            set_pev(id, pev_viewmodel2, "")
        }
        
        set_pdata_float(Ent, 46, get_pdata_float(Ent, 46, 4) * SPEED, 4)
    } else if(CSWID != CSW_BASEDON && g_Old_Weapon[id] == CSW_BASEDON) Draw_NewWeapon(id, CSWID)
    
    g_Old_Weapon[id] = get_user_weapon(id)
}

public Draw_NewWeapon(id, CSW_ID)
{
    if(CSW_ID == CSW_BASEDON)
    {
        static ent
        ent = fm_get_user_weapon_entity(id, CSW_BASEDON)
        
        if(pev_valid(ent) && Get_BitVar(g_Had_Weapon, id))
        {
            set_pev(ent, pev_effects, pev(ent, pev_effects) &~ EF_NODRAW)
            engfunc(EngFunc_SetModel, ent, P_MODEL)    
            set_pev(ent, pev_body, BODY_NUM)
        }
    } else {
        static ent
        ent = fm_get_user_weapon_entity(id, CSW_BASEDON)
        
        if(pev_valid(ent)) set_pev(ent, pev_effects, pev(ent, pev_effects) | EF_NODRAW)             
    }
    
}

public fw_UpdateClientData_Post(id, sendweapons, cd_handle)
{
    if(!is_user_alive(id))
        return FMRES_IGNORED    
    if(get_user_weapon(id) == CSW_BASEDON && Get_BitVar(g_Had_Weapon, id))
        set_cd(cd_handle, CD_flNextAttack, get_gametime() + 0.001)
    
    return FMRES_HANDLED
}

public fw_PlaybackEvent(flags, invoker, eventid, Float:delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iParam1, iParam2, bParam1, bParam2)
{
    if (!is_user_connected(invoker))
        return FMRES_IGNORED    
    if(get_user_weapon(invoker) != CSW_BASEDON || !Get_BitVar(g_Had_Weapon, invoker))
        return FMRES_IGNORED
    if(eventid != g_weapon_event)
        return FMRES_IGNORED
    
    engfunc(EngFunc_PlaybackEvent, flags | FEV_HOSTONLY, invoker, eventid, delay, origin, angles, fparam1, fparam2, iParam1, iParam2, bParam1, bParam2)
    
    set_weapon_anim(invoker, SHOOT_ANIM)
    emit_sound(invoker, CHAN_WEAPON, FIRE_SOUND, VOL_NORM, ATTN_NORM, 0, PITCH_LOW)
    
    if(cs_get_user_zoom(invoker) == 1) Eject_Shell(invoker, g_ShellId, 0.0)
        
    return FMRES_SUPERCEDE
}

public fw_SetModel(entity, model[])
{
    if(!pev_valid(entity))
        return FMRES_IGNORED
    
    static Classname[32]
    pev(entity, pev_classname, Classname, sizeof(Classname))
    
    if(!equal(Classname, "weaponbox"))
        return FMRES_IGNORED
    
    static iOwner
    iOwner = pev(entity, pev_owner)
    
    if(equal(model, OLD_W_MODEL))
    {
        static weapon; weapon = fm_find_ent_by_owner(-1, weapon_basedon, entity)
        
        if(!pev_valid(weapon))
            return FMRES_IGNORED;
        
        if(Get_BitVar(g_Had_Weapon, iOwner))
        {
            Remove_Weapon(iOwner)
            
            set_pev(weapon, pev_impulse, WEAPON_SECRETCODE)
            engfunc(EngFunc_SetModel, entity, W_MODEL)
            set_pev(entity, pev_body, BODY_NUM)
            
            return FMRES_SUPERCEDE
        }
    }

    return FMRES_IGNORED;
}

public fw_TraceAttack_World(Victim, Attacker, Float:Damage, Float:Direction[3], Ptr, DamageBits)
{
    if(!is_user_connected(Attacker))
        return HAM_IGNORED    
    if(get_user_weapon(Attacker) != CSW_BASEDON || !Get_BitVar(g_Had_Weapon, Attacker))
        return HAM_IGNORED
        
    static Float:flEnd[3], Float:vecPlane[3]
    
    get_tr2(Ptr, TR_vecEndPos, flEnd)
    get_tr2(Ptr, TR_vecPlaneNormal, vecPlane)        
        
    Make_BulletHole(Attacker, flEnd, Damage)
    Make_BulletSmoke(Attacker, Ptr)

    SetHamParamFloat(3, float(DAMAGE))
    
    return HAM_IGNORED
}

public fw_TraceAttack_Player(Victim, Attacker, Float:Damage, Float:Direction[3], Ptr, DamageBits)
{
    if(!is_user_connected(Attacker))
        return HAM_IGNORED    
    if(get_user_weapon(Attacker) != CSW_BASEDON || !Get_BitVar(g_Had_Weapon, Attacker))
        return HAM_IGNORED
        
    SetHamParamFloat(3, float(DAMAGE))
    
    return HAM_IGNORED
}

public fw_Weapon_PrimaryAttack(Ent)
{
    static id; id = pev(Ent, pev_owner)
    pev(id, pev_punchangle, g_Recoil[id])
    
    return HAM_IGNORED
}

public fw_Weapon_PrimaryAttack_Post(Ent)
{
    static id; id = pev(Ent, pev_owner)
    
    if(Get_BitVar(g_Had_Weapon, id))
    {
        static Float:Push[3]
        pev(id, pev_punchangle, Push)
        xs_vec_sub(Push, g_Recoil[id], Push)
        
        xs_vec_mul_scalar(Push, RECOIL, Push)
        xs_vec_add(Push, g_Recoil[id], Push)
        
        Push[1] *= 0.5
        
        set_pev(id, pev_punchangle, Push)
    }
}

public fw_Item_AddToPlayer_Post(ent, id)
{
    if(!pev_valid(ent))
        return HAM_IGNORED
        
    if(pev(ent, pev_impulse) == WEAPON_SECRETCODE)
    {
        Set_BitVar(g_Had_Weapon, id)
        set_pev(ent, pev_impulse, 0)
    }        

    return HAM_HANDLED    
}

public fw_Item_PostFrame(ent)
{
    if(!pev_valid(ent))
        return HAM_IGNORED
    
    static id
    id = pev(ent, pev_owner)
    
    if(is_user_alive(id) && Get_BitVar(g_Had_Weapon, id))
    {    
        static Float:flNextAttack; flNextAttack = get_pdata_float(id, 83, 5)
        static bpammo; bpammo = cs_get_user_bpammo(id, CSW_BASEDON)
        static iClip; iClip = get_pdata_int(ent, 51, 4)
        static fInReload; fInReload = get_pdata_int(ent, 54, 4)
        
        if(fInReload && flNextAttack <= 0.0)
        {
            static temp1; temp1 = min(CLIP - iClip, bpammo)

            set_pdata_int(ent, 51, iClip + temp1, 4)
            cs_set_user_bpammo(id, CSW_BASEDON, bpammo - temp1)        
            
            set_pdata_int(ent, 54, 0, 4)
            
            fInReload = 0
        }        
    }
    
    return HAM_IGNORED    
}

public fw_Weapon_Reload(ent)
{
    static id; id = pev(ent, pev_owner)
    if(!is_user_alive(id))
        return HAM_IGNORED
    if(!Get_BitVar(g_Had_Weapon, id))
        return HAM_IGNORED
    
    g_Clip[id] = -1
    
    static bpammo; bpammo = cs_get_user_bpammo(id, CSW_BASEDON)
    static iClip; iClip = get_pdata_int(ent, 51, 4)
    
    if(bpammo <= 0) return HAM_SUPERCEDE
    
    if(iClip >= CLIP) return HAM_SUPERCEDE        
        
    g_Clip[id] = iClip

    return HAM_HANDLED
}

public fw_Weapon_Reload_Post(ent)
{
    static id; id = pev(ent, pev_owner)
    if(!is_user_alive(id))
        return HAM_IGNORED
    if(!Get_BitVar(g_Had_Weapon, id))
        return HAM_IGNORED

    if (g_Clip[id] == -1)
        return HAM_IGNORED
    
    set_pdata_int(ent, 51, g_Clip[id], 4)
    set_pdata_int(ent, 54, 1, 4)
    
    set_weapon_anim(id, RELOAD_ANIM)
    set_pdata_float(id, 83, RELOAD_TIME, 5)

    return HAM_HANDLED
}

stock Make_BulletHole(id, Float:Origin[3], Float:Damage)
{
    // Find target
    static Decal; Decal = random_num(41, 45)
    static LoopTime;
    
    if(Damage > 100.0) LoopTime = 2
    else LoopTime = 1
    
    for(new i = 0; i < LoopTime; i++)
    {
        // Put decal on "world" (a wall)
        message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
        write_byte(TE_WORLDDECAL)
        engfunc(EngFunc_WriteCoord, Origin[0])
        engfunc(EngFunc_WriteCoord, Origin[1])
        engfunc(EngFunc_WriteCoord, Origin[2])
        write_byte(Decal)
        message_end()
        
        // Show sparcles
        message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
        write_byte(TE_GUNSHOTDECAL)
        engfunc(EngFunc_WriteCoord, Origin[0])
        engfunc(EngFunc_WriteCoord, Origin[1])
        engfunc(EngFunc_WriteCoord, Origin[2])
        write_short(id)
        write_byte(Decal)
        message_end()
    }
}

public Make_BulletSmoke(id, TrResult)
{
    static Float:vecSrc[3], Float:vecEnd[3], TE_FLAG
    
    get_weapon_attachment(id, vecSrc)
    global_get(glb_v_forward, vecEnd)
    
    xs_vec_mul_scalar(vecEnd, 8192.0, vecEnd)
    xs_vec_add(vecSrc, vecEnd, vecEnd)

    get_tr2(TrResult, TR_vecEndPos, vecSrc)
    get_tr2(TrResult, TR_vecPlaneNormal, vecEnd)
    
    xs_vec_mul_scalar(vecEnd, 2.5, vecEnd)
    xs_vec_add(vecSrc, vecEnd, vecEnd)
    
    TE_FLAG |= TE_EXPLFLAG_NODLIGHTS
    TE_FLAG |= TE_EXPLFLAG_NOSOUND
    TE_FLAG |= TE_EXPLFLAG_NOPARTICLES
    
    engfunc(EngFunc_MessageBegin, MSG_PAS, SVC_TEMPENTITY, vecEnd, 0)
    write_byte(TE_EXPLOSION)
    engfunc(EngFunc_WriteCoord, vecEnd[0])
    engfunc(EngFunc_WriteCoord, vecEnd[1])
    engfunc(EngFunc_WriteCoord, vecEnd[2] - 10.0)
    write_short(g_SmokePuff_SprId)
    write_byte(2)
    write_byte(50)
    write_byte(TE_FLAG)
    message_end()
}


stock hook_ent2(ent, Float:VicOrigin[3], Float:speed, Float:multi, type)
{
    static Float:fl_Velocity[3]
    static Float:EntOrigin[3]
    static Float:EntVelocity[3]
    
    pev(ent, pev_velocity, EntVelocity)
    pev(ent, pev_origin, EntOrigin)
    static Float:distance_f
    distance_f = get_distance_f(EntOrigin, VicOrigin)
    
    static Float:fl_Time; fl_Time = distance_f / speed
    static Float:fl_Time2; fl_Time2 = distance_f / (speed * multi)
    
    if(type == 1)
    {
        fl_Velocity[0] = ((VicOrigin[0] - EntOrigin[0]) / fl_Time2) * 1.5
        fl_Velocity[1] = ((VicOrigin[1] - EntOrigin[1]) / fl_Time2) * 1.5
        fl_Velocity[2] = (VicOrigin[2] - EntOrigin[2]) / fl_Time        
    } else if(type == 2) {
        fl_Velocity[0] = ((EntOrigin[0] - VicOrigin[0]) / fl_Time2) * 1.5
        fl_Velocity[1] = ((EntOrigin[1] - VicOrigin[1]) / fl_Time2) * 1.5
        fl_Velocity[2] = (EntOrigin[2] - VicOrigin[2]) / fl_Time
    }

    xs_vec_add(EntVelocity, fl_Velocity, fl_Velocity)
    set_pev(ent, pev_velocity, fl_Velocity)
}

stock get_weapon_attachment(id, Float:output[3], Float:fDis = 40.0)
{
    static Float:vfEnd[3], viEnd[3]
    get_user_origin(id, viEnd, 3)  
    IVecFVec(viEnd, vfEnd)
    
    static Float:fOrigin[3], Float:fAngle[3]
    
    pev(id, pev_origin, fOrigin)
    pev(id, pev_view_ofs, fAngle)
    
    xs_vec_add(fOrigin, fAngle, fOrigin)
    
    static Float:fAttack[3]
    
    xs_vec_sub(vfEnd, fOrigin, fAttack)
    xs_vec_sub(vfEnd, fOrigin, fAttack)
    
    static Float:fRate
    
    fRate = fDis / vector_length(fAttack)
    xs_vec_mul_scalar(fAttack, fRate, fAttack)
    
    xs_vec_add(fOrigin, fAttack, output)
}

stock Eject_Shell(id, Shell_ModelIndex, Float:Time) // By Dias
{
    static Ent; Ent = get_pdata_cbase(id, 373, 5)
    if(!pev_valid(Ent))
        return

        set_pdata_int(Ent, 57, Shell_ModelIndex, 4)
        set_pdata_float(id, 111, get_gametime() + Time)
}

stock set_weapon_anim(id, anim)
{
    set_pev(id, pev_weaponanim, anim)
    
    message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, {0, 0, 0}, id)
    write_byte(anim)
    write_byte(pev(id, pev_body))
    message_end()
}

public Give_FuckingAmmo(id, CSWID, Silent)
{
    static Amount, Max
    switch(CSWID)
    {
        
        case CSW_P228: {Amount = 10; Max = 104;}
        case CSW_SCOUT: {Amount = 6; Max = 180;}
        case CSW_XM1014: {Amount = 8; Max = 64;}
        case CSW_MAC10: {Amount = 16; Max = 200;}
        case CSW_AUG: {Amount = 6; Max = 180;}
        case CSW_ELITE: {Amount = 16; Max = 200;}
        case CSW_FIVESEVEN: {Amount = 4; Max = 200;}
        case CSW_UMP45: {Amount = 16; Max = 200;}
        case CSW_SG550: {Amount = 6; Max = 180;}
        case CSW_GALIL: {Amount = 6; Max = 180;}
        case CSW_FAMAS: {Amount = 6; Max = 180;}
        case CSW_USP: {Amount = 18; Max = 200;}
        case CSW_GLOCK18: {Amount = 16; Max = 200;}
        case CSW_AWP: {Amount = 6; Max = 60;}
        case CSW_MP5NAVY: {Amount = 16; Max = 200;}
        case CSW_M249: {Amount = 4; Max = 200;}
        case CSW_M3: {Amount = 8; Max = 64;}
        case CSW_M4A1: {Amount = 7; Max = 180;}
        case CSW_TMP: {Amount = 7; Max = 200;}
        case CSW_G3SG1: {Amount = 7; Max = 180;}
        case CSW_DEAGLE: {Amount = 10; Max = 70;}
        case CSW_SG552: {Amount = 7; Max = 180;}
        case CSW_AK47: {Amount = 7; Max = 180;}
        case CSW_P90: {Amount = 4; Max = 200;}
        default: {Amount = 0; Max = 0;}
    }

    for(new i = 0; i < Amount; i++) give_ammo(id, Silent, CSWID, Max)
}

public give_ammo(id, silent, CSWID, Max)
{
    static Amount, Name[32]
        
    switch(CSWID)
    {
        case CSW_P228: {Amount = 13; formatex(Name, sizeof(Name), "357sig");}
        case CSW_SCOUT: {Amount = 30; formatex(Name, sizeof(Name), "762nato");}
        case CSW_XM1014: {Amount = 8; formatex(Name, sizeof(Name), "buckshot");}
        case CSW_MAC10: {Amount = 12; formatex(Name, sizeof(Name), "45acp");}
        case CSW_AUG: {Amount = 30; formatex(Name, sizeof(Name), "556nato");}
        case CSW_ELITE: {Amount = 30; formatex(Name, sizeof(Name), "9mm");}
        case CSW_FIVESEVEN: {Amount = 50; formatex(Name, sizeof(Name), "57mm");}
        case CSW_UMP45: {Amount = 12; formatex(Name, sizeof(Name), "45acp");}
        case CSW_SG550: {Amount = 30; formatex(Name, sizeof(Name), "556nato");}
        case CSW_GALIL: {Amount = 30; formatex(Name, sizeof(Name), "556nato");}
        case CSW_FAMAS: {Amount = 30; formatex(Name, sizeof(Name), "556nato");}
        case CSW_USP: {Amount = 12; formatex(Name, sizeof(Name), "45acp");}
        case CSW_GLOCK18: {Amount = 30; formatex(Name, sizeof(Name), "9mm");}
        case CSW_AWP: {Amount = 10; formatex(Name, sizeof(Name), "338magnum");}
        case CSW_MP5NAVY: {Amount = 30; formatex(Name, sizeof(Name), "9mm");}
        case CSW_M249: {Amount = 30; formatex(Name, sizeof(Name), "556natobox");}
        case CSW_M3: {Amount = 8; formatex(Name, sizeof(Name), "buckshot");}
        case CSW_M4A1: {Amount = 30; formatex(Name, sizeof(Name), "556nato");}
        case CSW_TMP: {Amount = 30; formatex(Name, sizeof(Name), "9mm");}
        case CSW_G3SG1: {Amount = 30; formatex(Name, sizeof(Name), "762nato");}
        case CSW_DEAGLE: {Amount = 7; formatex(Name, sizeof(Name), "50ae");}
        case CSW_SG552: {Amount = 30; formatex(Name, sizeof(Name), "556nato");}
        case CSW_AK47: {Amount = 30; formatex(Name, sizeof(Name), "762nato");}
        case CSW_P90: {Amount = 50; formatex(Name, sizeof(Name), "57mm");}
    }
    
    if(!silent) emit_sound(id, CHAN_ITEM, "items/9mmclip1.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
    ExecuteHamB(Ham_GiveAmmo, id, Amount, Name, Max)
}

Edits:

Code:
#include <gxm_shop>

Code:
new ItemIndex;

Code:
ItemIndex = gxm_register_gun("Thompson MP5 NAVY", 700,0,2,0,"19")

Code:
public gxm_gun_selected(id, itemid)
if(ItemIndex == itemid)
{
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Cristian505 Offline
Regular Player on LamdaProCS
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Posts: 19
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Joined: Oct 2020
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Country: Romania
#4
11-22-2020, 06:17 PM
I'm sorry I'm not an expert scripter like you
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