{
const char* modelname = pModelInfo->GetModelName(pEntity->GetModel());
char display[60] = "";
if(modelname[14] == 's' && modelname[15] == 'c') strcpy(display, "Scout");
else if(modelname[14] == 's' && modelname[15] == 'o') strcpy(display, "Soldier");
else if(modelname[14] == 'p') strcpy(display, "Pyro");
else if(modelname[14] == 'd') strcpy(display, "Demoman");
else if(modelname[14] == 'h') strcpy(display, "Heavy");
else if(modelname[14] == 'e') strcpy(display, "Engineer");
else if(modelname[14] == 'm') strcpy(display, "Medic");
else if(modelname[14] == 's' && modelname[15] == 'n') strcpy(display, "Sniper");
else if(modelname[14] == 's' && modelname[15] == 'p') strcpy(display, "Spy");
DrawString(true, x, y+iEspHeight, r, g, b, 255, "-%s-", display);
iEspHeight += 8;
}
and see wich from the other gamers got a sniper too :D
------------------------------------------------------------------------
------------------------------------------------------------------------
Autopistol
Create move
{
C_BaseCombatWeapon* pWeapon = 0;
pWeapon = GetActiveWeapon();
if(pWeapon == NULL)
return;
if(strstr(pModelInfo->GetModelName(pWeapon->GetModel()), "pistol") && cmd->buttons & IN_ATTACK)
{
static bool bAttack = false;
if (bAttack) cmd->buttons |= IN_ATTACK;
else cmd->buttons &= ~IN_ATTACK;
bAttack = !bAttack;
}
}
GetActiveWeapon:
{
__asm
{
mov eax, hClient
add eax, 0x35DB0
call eax
}
}
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