Update extra AMXX plugins.
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extra/cstrike/README.md
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extra/cstrike/README.md
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## Counter-Strike (cstrike)
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Auxiliary Tools to use MonsterMod in Counter-Strike.
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### AMX Mod X Plugins
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#### -A note about AMXX plugins-
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All plugins in this section require AMXX 1.9.0 or greater, they will not work on 1.8.2 or older.
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Compiled plugins are provided in the `bin` folder for your convenience. However, if you prefer to build the plugins yourself, the source code of all AMXX plugins are located in the `src` folder for compilation.
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#### Unprecacher
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Counter-Strike precaches the sounds of all weapons. This means that sounds such as "clip-ins", "clip-outs" are added to the list, taking quite a bit of space in the precache count. Let it be a reminder that our good old GoldSrc can only store a maximum of 512 precached resources. Most of these sounds are handled client-side by the models themselves, so there is no need for them to be kept precached on the server. Only the weapons fire sounds are needed.
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This plugin removes 85 sounds from the precache list, adding extra space for additional monsters to fit in the map.
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BIN
extra/cstrike/bin/cs_unprecacher.amxx
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BIN
extra/cstrike/bin/cs_unprecacher.amxx
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Binary file not shown.
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extra/cstrike/src/cs_unprecacher.sma
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extra/cstrike/src/cs_unprecacher.sma
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#pragma semicolon 1
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#include <amxmodx>
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#include <fakemeta>
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// List of sounds that must NOT be precached
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new g_SoundList[][64] =
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{
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"weapons/ak47_boltpull.wav",
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"weapons/ak47_clipin.wav",
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"weapons/ak47_clipout.wav",
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"weapons/aug_boltpull.wav",
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"weapons/aug_boltslap.wav",
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"weapons/aug_clipin.wav",
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"weapons/aug_clipout.wav",
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"weapons/aug_forearm.wav",
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"weapons/awp_clipin.wav",
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"weapons/awp_clipout.wav",
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"weapons/awp_deploy.wav",
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"weapons/boltdown.wav",
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"weapons/boltpull1.wav",
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"weapons/boltup.wav",
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"weapons/clipin1.wav",
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"weapons/clipout1.wav",
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"weapons/de_clipin.wav",
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"weapons/de_clipout.wav",
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"weapons/de_deploy.wav",
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"weapons/elite_clipout.wav",
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"weapons/elite_deploy.wav",
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"weapons/elite_leftclipin.wav",
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"weapons/elite_reloadstart.wav",
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"weapons/elite_rightclipin.wav",
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"weapons/elite_sliderelease.wav",
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"weapons/elite_twirl.wav",
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"weapons/famas_boltpull.wav",
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"weapons/famas_boltslap.wav",
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"weapons/famas_clipin.wav",
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"weapons/famas_clipout.wav",
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"weapons/famas_forearm.wav",
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"weapons/fiveseven_clipin.wav",
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"weapons/fiveseven_clipout.wav",
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"weapons/fiveseven_slidepull.wav",
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"weapons/fiveseven_sliderelease.wav",
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"weapons/g3sg1_clipin.wav",
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"weapons/g3sg1_clipout.wav",
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"weapons/g3sg1_slide.wav",
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"weapons/galil_boltpull.wav",
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"weapons/galil_clipin.wav",
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"weapons/galil_clipout.wav",
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"weapons/m4a1_boltpull.wav",
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"weapons/m4a1_clipin.wav",
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"weapons/m4a1_clipout.wav",
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"weapons/m4a1_deploy.wav",
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"weapons/m4a1_silencer_off.wav",
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"weapons/m4a1_silencer_on.wav",
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"weapons/m249_boxin.wav",
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"weapons/m249_boxout.wav",
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"weapons/m249_chain.wav",
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"weapons/m249_coverdown.wav",
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"weapons/m249_coverup.wav",
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"weapons/mac10_boltpull.wav",
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"weapons/mac10_clipin.wav",
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"weapons/mac10_clipout.wav",
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"weapons/mp5_clipin.wav",
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"weapons/mp5_clipout.wav",
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"weapons/mp5_slideback.wav",
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"weapons/p90_boltpull.wav",
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"weapons/p90_clipin.wav",
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"weapons/p90_clipout.wav",
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"weapons/p90_cliprelease.wav",
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"weapons/p228_clipin.wav",
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"weapons/p228_clipout.wav",
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"weapons/p228_slidepull.wav",
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"weapons/p228_sliderelease.wav",
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"weapons/scout_bolt.wav",
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"weapons/scout_clipin.wav",
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"weapons/scout_clipout.wav",
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"weapons/sg550_boltpull.wav",
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"weapons/sg550_clipin.wav",
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"weapons/sg550_clipout.wav",
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"weapons/sg552_boltpull.wav",
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"weapons/sg552_clipin.wav",
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"weapons/sg552_clipout.wav",
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"weapons/slideback1.wav",
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"weapons/sliderelease1.wav",
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"weapons/ump45_boltslap.wav",
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"weapons/ump45_clipin.wav",
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"weapons/ump45_clipout.wav",
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"weapons/usp_clipin.wav",
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"weapons/usp_clipout.wav",
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"weapons/usp_silencer_off.wav",
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"weapons/usp_silencer_on.wav",
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"weapons/usp_slideback.wav",
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"weapons/usp_sliderelease.wav"
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};
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public plugin_init()
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{
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register_plugin( "CS-MONSTER: Unprecacher", "1.0", "Giegue" );
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}
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public plugin_precache()
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{
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register_forward( FM_PrecacheSound, "fw_PrecacheSound" );
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}
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public fw_PrecacheSound( const sound[] )
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{
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static bool:bBlock, i;
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bBlock = false;
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i = 0;
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for ( i = 0; i < sizeof( g_SoundList ); i++ )
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{
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if (contain( sound, g_SoundList[ i ] ) != -1 )
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{
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bBlock = true;
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break;
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}
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}
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if ( bBlock )
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return FMRES_SUPERCEDE;
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return FMRES_IGNORED;
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}
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