Проблема с acs_injection 1.0.7.2

  • Автор темы Автор темы cgozzie
  • Дата начала Дата начала
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Ошибка
L 01/04/2026 - 11:56:29: [AMXX] Displaying debug trace (plugin "acs_injection.amxx", version "1.0.7.2")

L 01/04/2026 - 11:56:29: [AMXX] Run time error 8: heap low

L 01/04/2026 - 11:56:29: [AMXX] [0] acs_injection.sma::acs_config (line 344)

L 01/04/2026 - 11:56:29: [AMXX] [1] acs_injection.sma::acs_create_cvars (line 311)

L 01/04/2026 - 11:56:29: [AMXX] [2] acs_injection.sma::plugin_precache (line 50)
AMX Mod X
AMX Mod X 1.9.0.5302
Билд сервера
ReHLDS version: 3.14.0.857-dev
ReGameDLL
ReGameDLL version: 5.28.0.756-dev
Metamod версия
Metamod-r v1.3.0.149, API (5:13)
Metamod плагины
[ 1] SafeNameAndChat  RUN   -    SafeNameAndChat.so          v1.2 Beta 3      ini  ANY   ANY  
[ 2] Reunion RUN - reunion_mm_i386.so v0.2.0.25 ini Start Never
[ 3] Rechecker RUN - rechecker_mm_i386.so v2.7 ini Chlvl ANY
[ 4] AMX Mod X RUN - amxmodx_mm_i386.so v1.9.0.5302 ini Start ANY
[ 5] ReSemiclip RUN - resemiclip_mm_i386.so v2.4.3 ini Chlvl ANY
[ 6] WHBlocker RUN - whblocker_mm_i386.so v1.5.697 ini Chlvl ANY
[ 7] VoiceTranscoder RUN - VoiceTranscoder.so v2017RC5 ini ANY ANY
[ 8] HitBox Fix RUN - hitbox_fix_mm_i386.so v1.1.5 ini Start ANY
[ 9] ReAuthCheck RUN - reauthcheck_mm_i386.so v0.1.6 ini Start Never
[10] Revoice RUN - revoice_mm_i386.so v0.1.0.34 ini Start Never
[11] ReSRDetector RUN - resrdetector_mm_i386.so v0.1.0 ini Chlvl ANY
[12] YaPB RUN - yapb.so v4.2.623 ini Chlvl ANY
[13] SQLite RUN - sqlite_amxx_i386.so v1.9.0.5302 pl4 ANY ANY
[14] Fun RUN - fun_amxx_i386.so v1.9.0.5302 pl4 ANY ANY
[15] Engine RUN - engine_amxx_i386.so v1.9.0.5302 pl4 ANY ANY
[16] FakeMeta RUN - fakemeta_amxx_i386.so v1.9.0.5302 pl4 ANY ANY
[17] GeoIP RUN - geoip_amxx_i386.so v1.9.0.5302 pl4 ANY ANY
[18] CStrike RUN - cstrike_amxx_i386.so v1.9.0.5302 pl4 ANY ANY
[19] CSX RUN - csx_amxx_i386.so v1.9.0.5302 pl4 ANY ANY
[20] Ham Sandwich RUN - hamsandwich_amxx_i386.so v1.9.0.5302 pl4 ANY ANY
[21] ReAimDetector RUN - reaimdetector_amxx_i386.so v0.2.2 pl4 ANY Never
[22] ReAPI RUN - reapi_amxx_i386.so v5.24.0.300-dev pl4 ANY Never
[23] Amxx Easy Http RUN - easy_http_amxx_i386.so v1.4.0 pl4 ANY ANY
23 plugins, 23 running
Список плагинов
name                    version     author            file             status   
[ 1] [190] Cvar On Map 25.12.15 SKAJIbnEJIb cvar_on_map.amx running
[ 2] Advanced Bans 0.8.1 Exolent advanced_bans.a running
[ 3] Rank System Ultimate @ 7.0b Tornado_SW rank_system_ult running
[ 4] Admin Base 1.9.0.5294 AMXX Dev Team admin.amxx running
[ 5] [ReAPI] AdminFreeLook 1.0 ReHLDS Team adminfreelook.a running
[ 6] Last Disconnect Menu 1.0 Your Name LastMenu.amxx running
[ 7] Admins are VIP's 1.0 PHP++ VIP_ScoreBoard. running
[ 8] [190] Ultimate Gag 21.01.02BE SKAJIbnEJIb ultimate_gag.am running
[ 9] [190] Vanga Detector 25.03.10 SKAJIbnEJIb & Pr vanga_detector. running
[ 10] [190] Ad From Server 25.12.01 SKAJIbnEJIb ad_from_server. running
[ 11] Admin Commands 1.9.0.5294 AMXX Dev Team admincmd.amxx running
[ 12] Admin Help 1.9.0.5294 AMXX Dev Team adminhelp.amxx running
[ 13] Slots Reservation 1.9.0.5294 AMXX Dev Team adminslots.amxx running
[ 14] Multi-Lingual System 1.9.0.5294 AMXX Dev Team multilingual.am running
[ 15] Menus Front-End 1.9.0.5294 AMXX Dev Team menufront.amxx running
[ 16] Commands Menu 1.9.0.5294 AMXX Dev Team cmdmenu.amxx running
[ 17] Players Menu 1.9.0.5294 AMXX Dev Team plmenu.amxx running
[ 18] Maps Menu 1.9.0.5294 AMXX Dev Team mapsmenu.amxx running
[ 19] Plugin Menu 1.9.0.5294 AMXX Dev Team pluginmenu.amxx running
[ 20] Admin Chat 1.9.0.5294 AMXX Dev Team adminchat.amxx running
[ 21] Anti Flood 1.9.0.5294 AMXX Dev Team antiflood.amxx running
[ 22] Admin Votes 1.9.0.5294 AMXX Dev Team adminvote.amxx running
[ 23] NextMap 1.9.0.5294 AMXX Dev Team nextmap.amxx running
[ 24] Nextmap Chooser 1.9.0.5294 AMXX Dev Team mapchooser.amxx running
[ 25] TimeLeft 1.9.0.5294 AMXX Dev Team timeleft.amxx running
[ 26] Pause Plugins 1.9.0.5294 AMXX Dev Team pausecfg.amxx running
[ 27] Stats Configuration 1.9.0.5294 AMXX Dev Team statscfg.amxx running
[ 28] Restrict Weapons 1.9.0.5294 AMXX Dev Team restmenu.amxx running
[ 29] StatsX 1.9.0.5294 AMXX Dev Team statsx.amxx running
[ 30] CS Misc. Stats 1.9.0.5294 AMXX Dev Team miscstats.amxx running
[ 31] CS Stats Logging 1.9.0.5294 AMXX Dev Team stats_logging.a running
[ 32] Ping Control 1.5 mx?! ping_control.am running
[ 33] RSU: Monthly Reset 1.0 Tornado_SW rsu_monthly_res running
[ 34] RSU: Time Rewards 1.0 OciXCrom + Torna rsu_time_reward running
[ 35] RSU: Random XP per Rou 1.0 Tornado_SW rsu_random_xp_p running
[ 36] ReAimDetector API 0.2.2 ReHLDS Team reaimdetector.a running
[ 37] Mode 2x2 2.5re s1lent mode.amxx running
[ 38] [190] Map Spawns Edito 20.06.06 SKAJIbnEJIb & iG MapSpawnsEditor running
[ 39] AFK Control 1.2 mx?! afk_control.amx running
[ 40] [190] Snipers RBS 20.06.06 SKAJIbnEJIb snipers_rbs.amx running
[ 41] [190] Ultimate Models 25.12.09 SKAJIbnEJIb ultimate_models running
[ 42] [190] MOTD RBS 25.12.01 SKAJIbnEJIb motd_rbs.amxx running
[ 43] Simple Resetscore 2.1 OciXCrom rs.amxx running
[ 44] unknown unknown unknown Lider.amxx running
[ 45] [190] SlayLosers RBS 20.06.06 SKAJIbnEJIb & d3 slaylosers_rbs. running
[ 46] Thunder on HS Death 1.0 Bhaxx Thunder_Death.a running
[ 47] [ReAPI] Healthnade 0.0.24f DEV-CS.RU Commun reapi_healthnad running
[ 48] Molotov Grenade 1.0.3-fix medusa molotov_grenade running
[ 49] Team Select 1.6.0 F@nt0M teamselect.amxx running
[ 50] NeverLose Camera 1.3 sed1 liteamx_reapi_c running
[ 51] [ReAPI] Parachute 1.1 ReHLDS Team reapi_parachute running
[ 52] Server Maintenance 1.1 illusion @ eSpor Server-Maintena running
[ 53] Print VIP Connection 1.0.0 Albertio print_vip_conne running
[ 54] VIP Gun Menu + Double 1.5 YankoNL & *OneMa Gun_Menu.amxx running
[ 55] Spawn Weapons Menu 1.0.6 *OneManArmy* Weapon_Menu_Cgo running
[ 56] Chat Manager 4.8 OciXCrom crx_chatmanager running
[ 57] CM: Toggle Chat 4.1 OciXCrom crx_chatmanager running
[ 58] CM: Steam Prefix 1.0 OciXCrom crx_chatmanager running
[ 59] [ReAPI] Ghost after de 0.0.3 steelzzz ghost_deats_sky running
[ 60] Toptime ( Aktiflik Sur 1.0 Fatih ~ EjderYa TopTime_fix2.am running
[ 61] Bomba kurulu yeri gost 1.1.1 Osmanbnm bombsite.amxx running
[ 62] Weapon Sprite Effect 1.8 Osmanbnm weapon_sprites. running
[ 63] Hosgeldin Mesaji 1.0 Osmanbnm welcome_server_ running
[ 64] CS Revo: C4 Icon Model 1.0 Wilian M. csr_c4_icon_top running
[ 65] [ReAPI] Damager 1.0.0 steelzzz & Alber reapi_damager.a running
[ 66] Grenades Trail BETA hedqi Re_Team_Grenade running
[ 67] Colored FITH ReAPI 1.3 CHEL74 colored_fith_re running
[ 68] BOMB REAL TIMER WITH B 7.1 Vaqtincha | Flym bomb_real_timer running
[ 69] [GM] Weapon Models 1.5.0 [GM] NWC gm_weapon_model running
[ 70] Fast Sniper Switch 1.3 Numb fast_sniper_swi running
[ 71] [190] Warmup RBS 21.03.23 SKAJIbnEJIb warmup_rbs.amxx running
[ 72] BecomeVIP Plus 2.1 OciXCrom crx_becomevip.a running
[ 73] Revive Teammates: Core 2.3.17 DEV-CS.RU Commun rt_core.amxx running
[ 74] Revive Teammates: Plan 2.3.17 DEV-CS.RU Commun rt_planting.amx running
[ 75] Revive Teammates: Rest 2.3.17 DEV-CS.RU Commun rt_restrictions running
[ 76] Revive Teammates: Time 2.3.17 DEV-CS.RU Commun rt_timer.amxx running
[ 77] Revive Teammates: Effe 2.3.17 DEV-CS.RU Commun rt_effects.amxx running
[ 78] Revive Teammates: Soun 2.3.17 DEV-CS.RU Commun rt_sounds.amxx running
[ 79] Revive Teammates: Bonu 2.3.17 DEV-CS.RU Commun rt_bonus.amxx running
[ 80] Revive Teammates: Mode 2.3.17 mx?! rt_revive_model running
Исходный код плагина
#include <amxmodx>
#include <amxmisc>
#include <engine>
#include <hamsandwich>
#include <reapi>

#define ACS_INJ_SOUND_NOTIFY "buttons/bell1.wav"
#define ACS_INJ_SOUND_REJECT "buttons/button2.wav"
#define is_valid_player(%0) bool:is_user_connected(%0)
#define _SC(%0) %0, charsmax(%0)
#define _SCC(%0) acs_injections[id][%0], charsmax(acs_injections[][%0])
#define FFADE_IN 0x0000 // Just here so we don't pass 0 into the function
#define FFADE_OUT 0x0001 // Fade out (not in)
#define FFADE_MODULATE 0x0002 // Modulate (don't blend)
#define FFADE_STAYOUT 0x0004 // ignores the duration, stays faded out until new ScreenFade message received

static Float:gf_cure_time[MAX_PLAYERS + 1];
static gi_cure_speed[MAX_PLAYERS + 1];

enum _:ACS_STOP_THROTTLING {
bool:FLAG,
Float:LAST_USAGE
}; new ACS_PRINT_THR[MAX_PLAYERS + 1][ACS_STOP_THROTTLING];

enum _:CVARS {
PREFIX[64], ACCESS[32], COMMANDS[512], SPAWN_BONUS_COUNT, SPAWN_BONUS_STEAM_COUNT, USE_METHOD, SPEED, SPEED_DYNAMIC, BLOCK, Float:NEXT_ATTACK,
HEALTH, HEALTH_STR[256], MAX_TIMES, MAX_COUNT, SEQUENCE, COST, BAR, VIP, DIFF, DIFF_MODE, KILL, V_MODEL[MAX_RESOURCE_PATH_LENGTH], P_MODEL[MAX_RESOURCE_PATH_LENGTH],
PRE_SAMPLE[MAX_RESOURCE_PATH_LENGTH], SAMPLE[MAX_RESOURCE_PATH_LENGTH], CHEAT, ENABLE, SPAWN, AES_BUY_COUNT, CMD_COUNT, NOTIFY_MODE, NOTIFY_SOUND_MODE
}; new CVAR[CVARS];

enum _:INJECT_DATA {
USED, COUNT, HEALTH_SHOT, bool:IS_STEAM, Float:REMAINS_INJECT, bool:IS_INJECT, WEAPON,
WEAPON_V_MODEL[MAX_RESOURCE_PATH_LENGTH], WEAPON_P_MODEL[MAX_RESOURCE_PATH_LENGTH]
}; new acs_injections[MAX_PLAYERS + 1][INJECT_DATA];

#define ACS_INJ_SOUND_MASK (~30) // Какие сообщения выводить без звукового сопровождения и контроля троттлинга
enum _:NOTIFY_MODE {
INJ_SHOW_GET = 1, // Сопровождается звуком NOTIFY (сообщение с уведомлением о способе использования шприца)
INJ_SHOW_TOTAL = 2, // Без звука
INJ_SHOW_LEFT = 4, // Без звука
INJ_SHOW_PARTIAL = 8, // Без звука
INJ_SHOW_FULL = 16, // Без звука
INJ_SHOW_FADE = 32, // Сопровождается звуком исцеления
INJ_SHOW_BLINK = 64, // Сопровождается звуком REJECT
INJ_SHOW_ERROR = 128 // Сопровождается звуком REJECT
}

public plugin_precache() {
register_plugin("ACS injection med-kit", "1.0.7.2", "DEV-CS.RU");
acs_create_cvars();
}

public plugin_natives() {
register_native("acs_inj_get_user_injections", "native_acs_inj_get_injections");
register_native("acs_inj_add_user_injections", "native_acs_inj_add_injections");
register_native("acs_inj_reset_user_injections", "native_acs_inj_reset_injections");
register_native("acs_inj_get_user_injects", "native_acs_inj_get_injects");
register_native("acs_inj_is_user_injected", "native_acs_inj_is_injected");
register_native("acs_inj_is_user_injection", "native_acs_inj_is_injection");
}

public plugin_init() {
if (!register_dictionary("acs_injection.txt"))
server_print("[ACS_INJECT] Error: not fount dictionary <acs_injection.txt>");
register_event("CurWeapon", "check_weapon", "be", "1=1");
RegisterHamPlayer(Ham_Spawn, "CBasePlayer_Spawn", true);
RegisterHamPlayer(Ham_Killed, "CBasePlayer_Killed", true);
RegisterHam(Ham_Item_Deploy, "weapon_knife", "CBasePlayerWeapon_Deploy", true);
RegisterHookChain(RG_CBasePlayer_OnSpawnEquip, "CBasePlayer_OnSpawnEquip", true);
RegisterHookChain(RG_CBasePlayerWeapon_CanDeploy, "CBasePlayerWeapon_CanDeploy_Pre");
}

public client_putinserver(id) {
// Используем STEAM только если игрок не соответствует флагам доступа (чтобы различить количество выдаваемых в начале раунда шприцов по кварам)
acs_injections[id][IS_STEAM] = CVAR[SPAWN_BONUS_STEAM_COUNT] && (!((get_user_flags(id) & read_flags(CVAR[ACCESS])) || (!read_flags(CVAR[ACCESS])))) && is_user_steam(id);
acs_injections[id][HEALTH_SHOT] = acs_inj_get_flags_value_num(id, CVAR[HEALTH_STR]);
acs_inj_reset(id, true);
}

public client_disconnected(id) {
// Ждем вас снова!
}

public CBasePlayer_OnSpawnEquip(id) {
acs_inj_reset(id);
if (CVAR[SPAWN])
acs_injections[id][COUNT] = 0;
if ((CVAR[SPAWN_BONUS_COUNT] || CVAR[SPAWN_BONUS_STEAM_COUNT]) && acs_inj_check_access(id))
acs_inj_add_injection_count(id, acs_injections[id][IS_STEAM] ? CVAR[SPAWN_BONUS_STEAM_COUNT] : CVAR[SPAWN_BONUS_COUNT]);
}

public CBasePlayer_Spawn(id) {
acs_inj_reset(id);
}

public CBasePlayer_Killed(id) {
acs_inj_reset(id);
if (CVAR[KILL])
acs_injections[id][COUNT] = 0;
}

public CBasePlayerWeapon_CanDeploy_Pre(const weapon) {
static id;
if (CVAR[BLOCK]
&& !is_nullent(weapon)
&& is_entity(weapon)
&& (id = get_member(weapon, m_pPlayer))
&& is_valid_player(id)
&& acs_injections[id][IS_INJECT]) {
SetHookChainReturn(ATYPE_INTEGER, 0);
return HC_SUPERCEDE;
}
return HC_CONTINUE;
}

public check_weapon(id) {
// Если во время анимации переключили оружие, останавливаем лечение
if (is_valid_player(id) && acs_injections[id][IS_INJECT] && get_member(id, m_pActiveItem) != get_member(id, m_rgpPlayerItems, KNIFE_SLOT))
acs_injections[id][IS_INJECT] = false;
}

public bool:Command_BuyMedkit(id) {
return acs_inj_add_injection_count(id, CVAR[AES_BUY_COUNT]);
}

public bool:acs_inj_check_access(id) {
return is_valid_player(id) ? ((get_user_flags(id) & read_flags(CVAR[ACCESS])) || (!read_flags(CVAR[ACCESS])) || acs_injections[id][IS_STEAM]) : false;
}

public bool:acs_inj_add_injection_count(id, count) {
new bool:b_result, i_count;
if ((b_result = (count > 0))) {
if ((b_result = (acs_injections[id][USED] < CVAR[MAX_TIMES]))) {
if ((b_result = (acs_injections[id][COUNT] < CVAR[MAX_COUNT]))) {
// Если выдаем (покупаем) больше лимита - обрезаем под лимит, чтобы получить хоть сколько-нибудь шприцов, а не ошибку
i_count = ((acs_injections[id][COUNT] + count) <= CVAR[MAX_COUNT]) ? count : (CVAR[MAX_COUNT] - acs_injections[id][COUNT]);
acs_injections[id][COUNT] += i_count;
if (i_count == 1)
acs_client_print(id, INJ_SHOW_GET, "%L", id, "INJ_GET_INJECT");
else
acs_client_print(id, INJ_SHOW_GET, "%L", id, "INJ_GET_INJECT_COUNT", i_count, fmt("%L", id, fmt("INJ_COUNT_%d_SUFFIX", (i_count % 10))));
if (acs_injections[id][COUNT] > 1)
acs_client_print(id, INJ_SHOW_TOTAL, "%L", id, "INJ_TOTAL_COUNT", acs_injections[id][COUNT], fmt("%L", id, fmt("INJ_COUNT_%d_SUFFIX", acs_injections[id][COUNT] % 10)));
} else
acs_client_print(id, INJ_SHOW_ERROR, "%L", id, "INJ_MAX_COUNT");
} else
acs_client_print(id, INJ_SHOW_ERROR, "%L", id, "INJ_LIMIT");
}
return b_result;
}

public cmd_injection(id) {
if (acs_inj_check_access(id)) {
if (acs_inj_can_get_inject(id))
acs_inj_add_injection_count(id, CVAR[CMD_COUNT]);
} else
acs_client_print(id, INJ_SHOW_ERROR, "%L", id, "INJ_ACCESS");
return PLUGIN_HANDLED;
}

public @use_injection(id)
{
new Float:f_inj_time, Float:CUR_HEALTH, Float:MAX_HEALTH, Float:HEALTH_UP;
if (acs_inj_can_use_inject(id)) {
acs_injections[id][WEAPON] = get_member(id, m_pActiveItem);
CUR_HEALTH = Float:get_entvar(id, var_health);
MAX_HEALTH = Float:get_entvar(id, var_max_health);
// Если лечим не до максимального уровня, проверяем остаток
if (acs_injections[id][HEALTH_SHOT] > 0)
// Если Не закончили лечение, продолжаем
if (acs_injections[id][REMAINS_INJECT] > 0)
HEALTH_UP = acs_injections[id][REMAINS_INJECT];
// Иначе начинаем новое
else
HEALTH_UP = float(acs_injections[id][HEALTH_SHOT]);
else
HEALTH_UP = MAX_HEALTH - CUR_HEALTH;
acs_injections[id][REMAINS_INJECT] = HEALTH_UP;
switch (CVAR[SPEED_DYNAMIC]) {
case 1: gi_cure_speed[id] = floatround(CVAR[SPEED] * (CUR_HEALTH / (MAX_HEALTH - acs_injections[id][HEALTH_SHOT]))) + 2;
case 2: gi_cure_speed[id] = floatround(CVAR[SPEED] * (HEALTH_UP / acs_injections[id][HEALTH_SHOT])) + 2;
case 3: gi_cure_speed[id] = floatround(CVAR[SPEED] * (CUR_HEALTH / (MAX_HEALTH - acs_injections[id][HEALTH_SHOT])) * (HEALTH_UP / acs_injections[id][HEALTH_SHOT])) + 2;
default: gi_cure_speed[id] = CVAR[SPEED];
}
f_inj_time = acs_injections[id][REMAINS_INJECT] / gi_cure_speed[id];
//console_print(id, "[DEBUG] CURR = %f, MAX = %f, SPEED = %d, TIME = %f", CUR_HEALTH, MAX_HEALTH, gi_cure_speed[id], f_inj_time);
acs_inj_set_knife(id, false);
if (CVAR[V_MODEL][0] && CVAR[P_MODEL][0]) {
// Сохраняем текущую модель оружия (на случай отсутствия ножа в экипировке)
get_entvar(id, var_viewmodel, _SCC(WEAPON_V_MODEL));
get_entvar(id, var_weaponmodel, _SCC(WEAPON_P_MODEL));
// Устанавливаем модель для анимации шприца
set_entvar(id, var_viewmodel, CVAR[V_MODEL]);
set_entvar(id, var_weaponmodel, CVAR[P_MODEL]);
acs_send_weapon_anim(id, CVAR[SEQUENCE]);
}
set_member(id, m_flNextAttack, f_inj_time);
if (CVAR[BAR] && f_inj_time > 1.0)
rg_send_bartime(id, floatround(f_inj_time));
if (CVAR[PRE_SAMPLE][0])
rh_emit_sound2(id, 0, CHAN_ITEM, CVAR[PRE_SAMPLE]);
gf_cure_time[id] = 0.0;
acs_injections[id][IS_INJECT] = true;
//console_print(id, "[DEBUG] is_inject = %d", acs_injections[id][IS_INJECT]);
RequestFrame("@inject_engine", id)
return PLUGIN_HANDLED;
}
return PLUGIN_CONTINUE;
}

@inject_engine(id) {
new Float:f_time, s_classname[8];
if ((!acs_injections[id][IS_INJECT]) || get_member_game(m_bRoundTerminating)) {
if (is_valid_player(id)) {
acs_injections[id][IS_INJECT] = false;
if (CVAR[BAR])
rg_send_bartime(id, 0);
if (is_user_alive(id)) {
if ((get_member(id, m_pActiveItem) == get_member(id, m_rgpPlayerItems, KNIFE_SLOT)))
if ((!is_nullent(acs_injections[id][WEAPON])) && is_entity(acs_injections[id][WEAPON])) {
get_entvar(acs_injections[id][WEAPON], var_classname, _SC(s_classname))
if ((contain(s_classname, "weapon_") == 0) && (get_member(acs_injections[id][WEAPON], m_pPlayer) == id))
rg_switch_weapon(id, acs_injections[id][WEAPON]);
else
acs_inj_set_knife(id);
} else
acs_inj_set_knife(id);
set_member(id, m_flNextAttack, CVAR[NEXT_ATTACK]);
if (acs_injections[id][REMAINS_INJECT] == 0.0) {
if (CVAR[NOTIFY_MODE] & INJ_SHOW_FADE)
acs_screen_fade(id, { 0, 200, 0 }, 1.5, 0.6, 200);
if (CVAR[NOTIFY_SOUND_MODE] & INJ_SHOW_FADE)
rh_emit_sound2(id, 0, CHAN_ITEM, CVAR[SAMPLE]);
// Проверяем, чтобы не уйти в минус (сторонние плагины могут забрать шприцы в процессе лечения)
if (acs_injections[id][COUNT] > 0)
acs_injections[id][COUNT]--;
else
acs_injections[id][COUNT] = 0;
acs_injections[id][USED]++;
if (acs_injections[id][COUNT])
acs_client_print(id, INJ_SHOW_LEFT, "%L", id, "INJ_LEFT_COUNT", fmt("%L", id, fmt("INJ_COUNT_%d_PREFIX", (acs_injections[id][COUNT] % 10))), acs_injections[id][COUNT], fmt("%L", id, fmt("INJ_COUNT_%d_SUFFIX", (acs_injections[id][COUNT] % 10))));
}
if (Float:get_entvar(id, var_health) == Float:get_entvar(id, var_max_health))
acs_client_print(id, INJ_SHOW_FULL, "%L", id, "INJ_SUCCESFULLY_INJECTED_FULL");
else
acs_client_print(id, INJ_SHOW_PARTIAL, "%L", id, "INJ_SUCCESFULLY_INJECTED");
}
rg_add_account(id, -CVAR[COST]); // Никаких кредитов, списываем деньги сразу по окончании лечения, чтобы пациент не сдох раньше оплаты
}
} else {
f_time = get_gametime();
if (gf_cure_time[id] < f_time) {
//console_print(id, "[DEBUG] f_time = %f, cure_time = %f, cure_speed = %d", f_time, gf_cure_time[id], gi_cure_speed[id]);
acs_injections[id][REMAINS_INJECT] -= 1.0;
if (!(ExecuteHamB(Ham_TakeHealth, id, 1.0, DMG_GENERIC) && acs_injections[id][REMAINS_INJECT] > 0.0)) {
acs_injections[id][REMAINS_INJECT] = 0.0;
acs_injections[id][IS_INJECT] = false;
}
gf_cure_time[id] = f_time + 1.0 / gi_cure_speed[id];
}
RequestFrame("@inject_engine", id);
}
}

public CBasePlayerWeapon_Deploy(weapon) {
static id;
if (CVAR[CHEAT]
&& (id = get_member(weapon, m_pPlayer))
&& is_valid_player(id)
&& !acs_injections[id][IS_INJECT]
&& !acs_injections[id][COUNT]
&& (Float:get_entvar(id, var_health) < Float:get_entvar(id, var_max_health) / 2.0)
&& !random(5))
acs_inj_add_injection_count(id, 1);
}

acs_create_cvars() {
new s_cmd_name[32];
bind_pcvar_string(create_cvar("acs_inj_prefix", "^4[Injection]", .description = "Префикс в чате"), _SC(CVAR[PREFIX]));
bind_pcvar_num(create_cvar("acs_inj_enable", "1", .description = "0 - Выкл. 1 - Вкл.", .has_min=true, .min_val=0.0, .has_max=true, .max_val=1.0), CVAR[ENABLE]);
bind_pcvar_string(create_cvar("acs_inj_access", "s", .description = "Флаги доступа (оставьте пустым для выдачи всем игрокам)"), _SC(CVAR[ACCESS]));
bind_pcvar_string(create_cvar("acs_inj_commands", "/acs_injection /acs_inject", .description = "Команды для получения шприца (оставьте пустым чтобы отключить)"), _SC(CVAR[COMMANDS]));
bind_pcvar_num(create_cvar("acs_inj_spawn_bonus_count", "1", .description = "Сколько шприцов выдавать бесплатно в начале раунда игрокам с флагами доступа", .has_min=true, .min_val=0.0, .has_max=true, .max_val=10.0), CVAR[SPAWN_BONUS_COUNT]);
bind_pcvar_num(create_cvar("acs_inj_spawn_bonus_steam_count", "1", .description = "Сколько шприцов выдавать бесплатно в начале раунда игрокам STEAM (не используется, если флаги доступа не заданы)", .has_min=true, .min_val=0.0, .has_max=true, .max_val=10.0), CVAR[SPAWN_BONUS_STEAM_COUNT]);
bind_pcvar_num(create_cvar("acs_inj_aes_buy_count", "1", .description = "Сколько шприцов выдавать при покупке через AES-Bonus", .has_min=true, .min_val=1.0, .has_max=true, .max_val=10.0), CVAR[AES_BUY_COUNT]);
bind_pcvar_num(create_cvar("acs_inj_cmd_count", "1", .description = "Сколько шприцов выдавать по команде acs_inj_commands", .has_min=true, .min_val=1.0, .has_max=true, .max_val=10.0), CVAR[CMD_COUNT]);
bind_pcvar_num(create_cvar("acs_inj_use_method", "4", .description = "Метод использования:^n0 - через Z (radio1)^n1 - через X (radio2)^n2 - через C (radio3)^n3 - через Q (drop)^n4 - через F (<фонарь> - impulse 100)", .has_max = true, .max_val = 4.0), CVAR[USE_METHOD]);
bind_pcvar_num(create_cvar("acs_inj_speed", "10", .description = "Скорость лечения (HP в секунду)", .has_min=true, .min_val=1.0, .has_max=true, .max_val=100.0), CVAR[SPEED]);
bind_pcvar_num(create_cvar("acs_inj_speed_dynamic", "3", .description = "Изменять время лечения в зависимости от:^n 0 - Выкл.^n1 - текущей величины здоровья^n2 - неиспользованного остатка шприца^n3 - оба варианта", .has_min=true, .min_val=0.0, .has_max=true, .max_val=3.0), CVAR[SPEED_DYNAMIC]);
bind_pcvar_num(create_cvar("acs_inj_block", "0", .description = "Блокировать смену оружия в процессе лечения", .has_min=true, .min_val=0.0, .has_max=true, .max_val=1.0), CVAR[BLOCK]);
bind_pcvar_float(create_cvar("acs_inj_next_attack", "0.0", .description = "Через сколько секунд после лечения можно стрелять", .has_min=true, .min_val=0.0, .has_max=true, .max_val=10.0), CVAR[NEXT_ATTACK]);
bind_pcvar_num(create_cvar("acs_inj_health", "30", .description = "Величина пополняемого здоровья, 0 - MAX ", .has_min = true, .has_max = true, .min_val = 0.0, .max_val = 100.0), CVAR[HEALTH]);
bind_pcvar_string(create_cvar("acs_inj_health_flags", "", .description = "Величина пополняемого здоровья в зависимости от флагов, в формате флаги:здоровье через запятую"), _SC(CVAR[HEALTH_STR]));
bind_pcvar_num(create_cvar("acs_inj_max_use", "3", .description = "Максимальное кол-во использований за раунд", .has_min = true, .min_val = 1.0, .has_max=true, .max_val=10.0), CVAR[MAX_TIMES]);
bind_pcvar_num(create_cvar("acs_inj_max_count", "3", .description = "Сколько максимально игрок может иметь с собой шприцов", .has_min=true, .min_val=0.0, .has_max=true, .max_val=10.0), CVAR[MAX_COUNT]);
bind_pcvar_num(create_cvar("acs_inj_sequence", "0", .description = "Индекс анимации модели шприца", .has_min=true, .min_val=0.0, .has_max=true, .max_val=100.0), CVAR[SEQUENCE]);
bind_pcvar_num(create_cvar("acs_inj_cost", "0", .description = "Стоимость услуги", .has_min=true, .min_val=0.0, .has_max=true, .max_val=16000.0), CVAR[COST]);
bind_pcvar_num(create_cvar("acs_inj_bar", "1", .description = "Включить линию прогресса", .has_min=true, .min_val=0.0, .has_max=true, .max_val=1.0), CVAR[BAR]);
bind_pcvar_num(create_cvar("acs_inj_vip", "0", .description = "Запретить VIP игроку использовать шприц на as_* картах", .has_min=true, .min_val=0.0, .has_max=true, .max_val=1.0), CVAR[VIP]);
bind_pcvar_num(create_cvar("acs_inj_win_diff", "5", .description = "Если разница между победами команд превышает это значение, блокировать шприц для доминантной команды (0 - Выкл.)", .has_min=true, .min_val=0.0, .has_max=true, .max_val=10.0), CVAR[DIFF]);
bind_pcvar_num(create_cvar("acs_inj_win_diff_mode", "0", .description = "Режим определения доминантной команды:^n0 - доминирование на N очков^n1 - имеет подряд N побед", .has_min=true, .min_val=0.0, .has_max=true, .max_val=1.0), CVAR[DIFF_MODE]);
bind_pcvar_num(create_cvar("acs_inj_notify_mode", "255", .description = "Режим вывода уведомлений по действиям шприца:^n0 - Выкл.^n1 - получение шприца^n2 - количествово шприцов с собой^n4 - остаток шприцов^n8 - частичное излечение^n16 - полное излечение^n32 - затемнение экрана при полном использовании шприца^n64 - мигание строки баланса^n128 - ошибки по действиям шприца^n(для произвольной комбинации необходимо сложить значения нужных пунктов)", .has_min=true, .min_val=0.0, .has_max=true, .max_val=255.0), CVAR[NOTIFY_MODE]);
bind_pcvar_num(create_cvar("acs_inj_notify_sound_mode", "160", .description = "Режим сопровождения звуком уведомлений по действиям шприца:^n0 - Выкл.^n1 - получение шприца^n32 - после иньекции^n128 - ошибки^n(для произвольной комбинации необходимо сложить значения нужных пунктов)", .has_min=true, .min_val=0.0, .has_max=true, .max_val=255.0), CVAR[NOTIFY_SOUND_MODE]);
bind_pcvar_num(create_cvar("acs_inj_spawn_reset", "1", .description = "Обнулять кол-во шприцов в начале раунда", .has_min=true, .min_val=0.0, .has_max=true, .max_val=1.0), CVAR[SPAWN]);
bind_pcvar_num(create_cvar("acs_inj_kill_reset", "1", .description = "Обнулять кол-во шприцов после смерти", .has_min=true, .min_val=0.0, .has_max=true, .max_val=1.0), CVAR[KILL]);
bind_pcvar_num(create_cvar("acs_inj_cheat", "1", .description = "Выдать шприц с 20% вероятностью игроку со здоровьем <50 при переключении оружия", .has_min=true, .min_val=0.0, .has_max=true, .max_val=1.0), CVAR[CHEAT]);
bind_pcvar_string(create_cvar("acs_inj_v_model", "models/v_healshot.mdl", .description = "V модель шприца (опционально)"), _SC(CVAR[V_MODEL]));
bind_pcvar_string(create_cvar("acs_inj_p_model", "models/p_healshot.mdl", .description = "P модель шприца (опционально)"), _SC(CVAR[P_MODEL]));
bind_pcvar_string(create_cvar("acs_inj_pre_sample", "injection/pre_medshot.wav", .description = "Звук до иньекции (опционально)"), _SC(CVAR[PRE_SAMPLE]));
bind_pcvar_string(create_cvar("acs_inj_sample", "injection/medshot.wav", .description = "Звук после иньекции (опционально)"), _SC(CVAR[SAMPLE]));
acs_config(true, "acs_injection");
acs_precache(CVAR[PRE_SAMPLE]);
acs_precache(CVAR[SAMPLE]);
acs_precache(CVAR[V_MODEL], true);
acs_precache(CVAR[P_MODEL], true);
while (argbreak(CVAR[COMMANDS], _SC(s_cmd_name), _SC(CVAR[COMMANDS])) != INVALID_HANDLE) {
if (s_cmd_name[0] == '/' || s_cmd_name[0] == '!' || s_cmd_name[0] == '.') {
register_clcmd(fmt("say %s", s_cmd_name), "cmd_injection");
register_clcmd(fmt("say_team %s", s_cmd_name), "cmd_injection");
} else
register_clcmd(s_cmd_name, "cmd_injection", CVAR[ACCESS]);
}
switch (CVAR[USE_METHOD]) {
case 0: register_clcmd("radio1", "@use_injection");
case 1: register_clcmd("radio2", "@use_injection");
case 2: register_clcmd("radio3", "@use_injection");
case 3: register_clcmd("drop", "@use_injection");
case 4: register_impulse(100, "@use_injection");
}
}

stock acs_precache(const file[], bool:is_model = false) {
if (file[0])
if ((is_model && file_exists(file)) || (!is_model && file_exists(fmt("sound/%s", file))))
return is_model ? precache_model(file) : precache_sound(file);
else
set_fail_state("[FATAL ERROR] precache(): %s <%s> not found!", is_model ? "model" : "sound", file);
return 0;
}

stock acs_config(const bool:auto_create = true, const name[] = "", const folder[] = "") {
new s_config[MAX_RESOURCE_PATH_LENGTH];
get_configsdir(_SC(s_config));
format(_SC(s_config), "%s/plugins/%s.cfg", s_config, folder[0] ? fmt("%s/%s", folder, name) : name);
AutoExecConfig(auto_create, name, folder);
if (file_exists(s_config)) {
server_cmd("exec %s", s_config);
server_exec();
}
}

stock acs_inj_set_knife(const id, bool:restore_model = true) {
new i_weapon;
if (is_nullent((i_weapon = get_member(id, m_rgpPlayerItems, KNIFE_SLOT)))) {
if (restore_model && acs_injections[id][WEAPON_V_MODEL][0] && acs_injections[id][WEAPON_P_MODEL][0]) {
set_entvar(id, var_viewmodel, acs_injections[id][WEAPON_V_MODEL]);
set_entvar(id, var_weaponmodel, acs_injections[id][WEAPON_P_MODEL]);
}
} else
rg_switch_weapon(id, i_weapon);
}

stock acs_inj_reset(const id, bool:is_full = false) {
acs_injections[id][IS_INJECT] = false;
acs_injections[id][REMAINS_INJECT] = 0.0;
acs_injections[id][USED] = 0;
if (is_full)
acs_injections[id][COUNT] = 0;
}

stock acs_inj_get_flags_value_num(const id, const flags_str[]) {
new i_flags, s_tmp[32], s_flags[24], s_value[8], i_value, s_buff[256], i_result = CVAR[HEALTH];
// Если лечим до максимального здоровья по-умолчанию, флаги не учитываем
if (i_result && flags_str[0]) {
i_flags = get_user_flags(id);
copy(_SC(s_buff), flags_str);
do {
strtok(s_buff, _SC(s_tmp), _SC(s_buff), ',', 1);
strtok(s_tmp, _SC(s_flags), _SC(s_value), ':', 1);
if ((read_flags(s_flags) & i_flags) && (i_value = str_to_num(s_value)) > i_result)
i_result = i_value;
} while (s_buff[0]);
}
return i_result;
}

public native_acs_inj_get_injections(const plugin_id, const argc) {
enum { arg_id = 1 }
new id = get_param(arg_id);
return is_valid_player(id) ? acs_injections[id][COUNT] : 0;
}

public native_acs_inj_add_injections(const plugin_id, const argc) {
enum { arg_id = 1, arg_add_value }
new id, add_value, bool:b_result;
id = get_param(arg_id);
add_value = get_param(arg_add_value);
if ((b_result = bool:is_user_alive(id)))
//Проверяем чтобы не уйти в минус
if (acs_injections[id][COUNT] + add_value >= 0)
acs_injections[id][COUNT] += add_value;
return b_result;
}

public native_acs_inj_reset_injections(plugin_id, num_params) {
enum { arg_id = 1 }
new id, bool:b_result;
id = get_param(arg_id);
if ((b_result = is_valid_player(id)))
acs_injections[id][COUNT] = 0;
return b_result;
}

public native_acs_inj_get_injects(plugin_id, num_params) {
enum { arg_id = 1 }
new id = get_param(arg_id);
return is_valid_player(id) ? acs_injections[id][USED] : 0;
}

public native_acs_inj_is_injected(plugin_id, num_params) {
enum { arg_id = 1 }
new id = get_param(arg_id);
return is_valid_player(id) ? (acs_injections[id][USED] > 0) : false;
}

public native_acs_inj_is_injection(plugin_id, num_params) {
enum { arg_id = 1 }
new id = get_param(arg_id);
return is_user_alive(id) ? acs_injections[id][IS_INJECT] : false;
}

stock acs_check_throttling(id) {
new Float:f_time, Float:f_delta;
f_time = get_gametime();
f_delta = f_time - ACS_PRINT_THR[id][LAST_USAGE];
if (ACS_PRINT_THR[id][FLAG]) {
if (f_delta > 4 * 0.75)
ACS_PRINT_THR[id][FLAG] = false;
} else if (f_delta < 0.75)
ACS_PRINT_THR[id][FLAG] = true;
ACS_PRINT_THR[id][LAST_USAGE] = f_time;
return !ACS_PRINT_THR[id][FLAG];
}

stock acs_client_print(const id, const notify_mode, const message[], any:...) {
static s_tmp[190];
// Отключаем проверку троттлинга, если сообщение без звуковых уведомлений (если сообщения показываются подряд - второе и последующие должны быть без звука)
if ((CVAR[NOTIFY_MODE] & notify_mode) && ((id == 0) || is_valid_player(id)) && (acs_check_throttling(id) || (!((CVAR[NOTIFY_SOUND_MODE] & ACS_INJ_SOUND_MASK) & notify_mode)))) {
vformat(_SC(s_tmp), message, 4);
if (CVAR[PREFIX])
format(_SC(s_tmp), "%s %s", CVAR[PREFIX], s_tmp);
client_print_color(id, ((notify_mode & INJ_SHOW_ERROR) ? print_team_red : print_team_blue), s_tmp);
if ((CVAR[NOTIFY_SOUND_MODE] & ACS_INJ_SOUND_MASK) & notify_mode)
acs_send_audio(id, ((notify_mode & INJ_SHOW_ERROR) ? ACS_INJ_SOUND_REJECT : ACS_INJ_SOUND_NOTIFY));
}
}

stock bool:acs_inj_can_get_inject(id) {
new bool:b_result = false;
if (CVAR[ENABLE]) {
if ((!(CVAR[VIP] && get_member(id, m_bIsVIP)))) {
if (is_user_alive(id)) {
if (!is_team_dominate(id)) {
if (!(b_result = (get_member(id, m_iAccount) >= CVAR[COST])))
acs_blink_account(id);
} else
acs_client_print(id, INJ_SHOW_ERROR, "%L", id, "INJ_DOMINA");
} else
acs_client_print(id, INJ_SHOW_ERROR, "%L", id, "INJ_ALIVE");
} else
acs_client_print(id, INJ_SHOW_ERROR, "%L", id, "INJ_VIP");
}
//console_print(id, "[DEBUG] can_get_inject = %d", b_result);
return b_result;
}

stock bool:acs_inj_can_use_inject(id) {
new bool:b_result, weapon;
//console_print(id, "[DEBUG] used = %d, count = %d", acs_injections[id][USED], acs_injections[id][COUNT]);
if ((!acs_injections[id][IS_INJECT])
&& (!get_member_game(m_bRoundTerminating))
&& acs_inj_can_get_inject(id)
&& (Float:get_entvar(id, var_health) < Float:get_entvar(id, var_max_health))) {
if (acs_injections[id][COUNT]) {
if ((b_result = acs_injections[id][USED] < CVAR[MAX_TIMES])) {
if (b_result && (CVAR[USE_METHOD] < 4)) {
weapon = get_member(id, m_pActiveItem);
b_result = ((!is_nullent(weapon)) && is_entity(weapon) && (get_member(weapon, m_iId) == CSW_KNIFE))
}
} else
acs_client_print(id, INJ_SHOW_ERROR, "%L", id, "INJ_LIMIT");
} else
acs_client_print(id, INJ_SHOW_ERROR, "%L", id, "INJ_DONT_HAVE");
}
return b_result;
}

stock acs_send_audio(const id, const sample[]) {
static i_msg;
if(sample[0]) {
if ((id == 0) || is_valid_player(id)) {
if(!i_msg)
i_msg = get_user_msgid("SendAudio");
message_begin(id ? MSG_ONE_UNRELIABLE : MSG_BROADCAST, i_msg, .player = id);
{
write_byte(id);
write_string(sample);
write_short(PITCH_NORM);
}
message_end();
}
}
}

stock bool:is_team_dominate(id) {
new i_diff;
return (CVAR[DIFF] && (get_member(id, m_iTeam) == acs_get_team_dominate(i_diff))) ? (i_diff > CVAR[DIFF]) : false;
}

stock TeamName:acs_get_team_dominate(&diff = 0) {
new TeamName:t_team;
if ((diff = (CVAR[DIFF_MODE] ? (get_member_game(m_iNumConsecutiveCTLoses) - get_member_game(m_iNumConsecutiveTerroristLoses)) : (get_member_game(m_iNumTerroristWins) - get_member_game(m_iNumCTWins))) > 0))
t_team = TEAM_TERRORIST;
else if (diff < 0)
t_team = TEAM_CT;
abs(diff);
return t_team;
}

stock acs_send_weapon_anim(const id, const sequence) {
if (is_valid_player(id) && is_user_alive(id)) {
set_entvar(id, var_weaponanim, sequence);
message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, .player = id);
{
write_byte(sequence);
write_byte(0);
}
message_end();
}
}

stock acs_screen_fade(id = 0, v_color[3] = { 0, 0, 0 }, Float:f_time = -1.0, Float:hold_time = 0.0, alpha = 0, flags = FFADE_IN, bool:reliable = false) {
static i_msg;
new i_fade_time, i_msg_dest;
if (is_valid_player(id) && is_user_alive(id)) {
if (get_member(id, m_blindUntilTime) < get_gametime()) {
if (f_time == -1.0)
i_fade_time = 4;
else
i_fade_time = clamp(floatround(f_time * (1 << 12)), 0, 0xFFFF);
if (!i_msg)
i_msg = get_user_msgid("ScreenFade");
if (reliable)
i_msg_dest = id ? MSG_ONE : MSG_ALL;
else
i_msg_dest = id ? MSG_ONE_UNRELIABLE : MSG_BROADCAST;
message_begin(i_msg_dest, i_msg, .player = id);
{
write_short(i_fade_time);
write_short(clamp(floatround(hold_time * (1 << 12)), 0, 0xFFFF));
write_short(flags);
write_byte(v_color[0]);
write_byte(v_color[1]);
write_byte(v_color[2]);
write_byte(alpha);
}
message_end();
}
}
}

stock acs_blink_account(id) {
static i_msg;
if (is_valid_player(id) && is_user_alive(id)) {
if ((CVAR[NOTIFY_MODE] & INJ_SHOW_ERROR))
acs_client_print(id, INJ_SHOW_ERROR, "%L", id, "INJ_NOT_ENOUGH");
if ((CVAR[NOTIFY_MODE] & INJ_SHOW_BLINK) && (i_msg || (i_msg = get_user_msgid("BlinkAcct")))) {
message_begin(MSG_ONE_UNRELIABLE, i_msg, .player = id);
{
write_byte(3);
}
message_end();
}
}
}
Здравствуйте, у меня проблема с плагином. В консоли появляются следующие ошибки, и файл в папке plugins не создаётся.
Здравствуйте, не могли бы вы помочь мне с плагином? В консоли появляется эта ошибка, плагин не запускается и вообще не создает файл.
 
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