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  Ivan Rakitic | roxxanne. ft. `nnaiim. | WP
Posted by: roxxanne. - 11-10-2024, 09:09 PM - Forum: Punimet - Replies (6)

1. Titulli i dizajnit: Ivan Rakitic | roxxanne. ft. `nnaiim. | WP
2. Lloji i Dizajnit: Wallpaper
3. Punuar me: Adobe Photoshop CS6
4. Pershkrimin i dizajnit: Ivan Rakitic | roxxanne. ft. `nnaiim. | WP
5. Autori: roxxanne.


[Image: h2IoY7g.jpg]

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  [Plugin] Data / ORA -
Posted by: MeeLOsGashi - 11-10-2024, 09:04 PM - Forum: AMX - Plugin's - Replies (9)

[Image: OYIFmcv.png]
Ky plugins Eshte N`Mur e Shkrume , Data , Ora , Etj
Oren e Sakt e Ka Smile

[Image: orQLgii.png]
-EmriBig Grinata / Ora
-Versioni:v3.0
-Editori:MeeLOsGashi
[Image: WwyMGHI.png]
Filen sma e dergoni te ctrike/adons/amxmod/scripting
Filen amx e dergoni te ctrike/adons/amxmod/plugins
Emrin e pluginsit e dergoni te ctrike /adons/amxmod/config/plugins.ini
Hini Ne Cstrike , Tani Sprites Edhe i shtini

Code:
#include <amxmodx> #include <amxmisc> #include <engine> #include <maths> #pragma semicolon 1; #define PLUGIN "Clock Maker" #define VERSION "3.0" #define AUTHOR "MeeLOsGashi" #define ADMIN_LEVEL ADMIN_MENU //Niveli qasje admin për të përdorur këtë plugin. ADMIN_MENU = flag 'u' #define MAIN_MENU_KEYS (1<<0)|(1<<1)|(1<<3)|(1<<4)|(1<<5)|(1<<6)|(1<<7)|(1<<9) /* enum for menu selections */ enum { N1, N2, N3, N4, N5, N6, N7, N8, N9, N0 }; new const X = 0; new const Y = 1; new const Z = 2; //për disa arsye kam marrë tag mospërputhje në Z kur duke përdorur një ENUM new gszMainMenuText[256]; new const gszClockFaces[] = "sprites/clock_faces.spr"; new const gszClockDigits[] = "sprites/clock_digits.spr"; new const gszPrefix[] = "[CM] "; new const gszInfoTarget[] = "info_target"; new const gszClockClassname[] = "cm_clock"; new const gszClockDigitClassname[] = "cm_clockdigit"; new const Float:gfDigitOffsetMultipliers[4] = {0.725, 0.275, 0.3, 0.75}; new const Float:gfClockSize[2] = {80.0, 32.0}; new const Float:gfTitleSize = 16.0; new gszTime[5]; new gszFile[128]; new gTimeOffsetOld; new gHourTypeOld; const gClockTypesMax = 2; //clock types enum { CM_SERVERTIME, CM_MAPTIMELEFT }; new gClockSaveIds[gClockTypesMax] = { 'C', 'T' }; public plugin_init() { register_plugin(PLUGIN, VERSION, AUTHOR); //CVARs register_cvar("cm_hourtype", "1"); //0: 12 orë, 1: 24 orë register_cvar("cm_hourannounce", "1"); //thonë se ora në orë register_cvar("cm_timeoffset", "0"); //kompensuar kohë për një timezone të ndryshme +/- orë //menus register_menucmd(register_menuid("clockMainMenu"), MAIN_MENU_KEYS, "handleMainMenu"); //commands register_clcmd("say /cm", "showClockMenu", ADMIN_LEVEL); } public plugin_precache() { precache_model(gszClockFaces); precache_model(gszClockDigits); } public plugin_cfg() { //create the main menu new size = sizeof(gszMainMenuText); add(gszMainMenuText, size, "\yClock Maker Menu^n^n"); add(gszMainMenuText, size, "\r1. \wCreate server time clock^n"); add(gszMainMenuText, size, "\r2. \wCreate map timeleft clock^n^n"); add(gszMainMenuText, size, "\r4. \wDelete clock^n^n"); add(gszMainMenuText, size, "\r5. \wMake larger^n"); add(gszMainMenuText, size, "\r6. \wMake smaller^n^n"); add(gszMainMenuText, size, "\r7. \wSave clocks^n"); add(gszMainMenuText, size, "\r8. \wLoad clocks^n^n"); add(gszMainMenuText, size, "\r0. \wClose^n"); //store current CVAR values (so we can check if they get changed) gTimeOffsetOld = get_cvar_num("cm_timeoffset"); gHourTypeOld = get_cvar_num("cm_hourtype"); //make save folder in basedir new szDir[64]; new szMap[32]; get_basedir(szDir, 64); add(szDir, 64, "/clockmaker"); //create the folder is it doesn't exist if (!dir_exists(szDir)) { mkdir(szDir); } get_mapname(szMap, 32); formatex(gszFile, 96, "%s/%s.cm", szDir, szMap); //load the clocks loadClocks(0); / vendosur një detyrë për të rinovuar orë (çdo i dyti është e shpeshtë e mjaftueshme) set_task(1.0, "taskUpdateClocks", 0, "", 0, "b"); } public taskUpdateClocks() { new clock = -1; //get the time digits new serverTimeDigits[4]; new timeleftDigits[4]; new bool:bUpdateServerTime = getTimeDigits(CM_SERVERTIME, serverTimeDigits); getTimeDigits(CM_MAPTIMELEFT, timeleftDigits); //find all clock entities while ((clock = find_ent_by_class(clock, gszClockClassname))) { //get the clock type new clockType = entity_get_int(clock, EV_INT_groupinfo); //if the time changed for this clocktype if (clockType == CM_SERVERTIME) { if (bUpdateServerTime) { //set the clock to the correct time set_clock_digits(clock, serverTimeDigits); } } else if (clockType == CM_MAPTIMELEFT) { //set the clock to show the timeleft set_clock_digits(clock, timeleftDigits); } } //check to see if its on the hour if (bUpdateServerTime) { new hour, mins; time(hour, mins); //if its on the hour then alert if (mins == 0) { alertHour(hour); } } } public showClockMenu(id) { //show the main menu to the player show_menu(id, MAIN_MENU_KEYS, gszMainMenuText, -1, "clockMainMenu"); return PLUGIN_HANDLED; } public handleMainMenu(id, num) { switch (num) { case N1: createClockAiming(id, CM_SERVERTIME); case N2: createClockAiming(id, CM_MAPTIMELEFT); case N4: deleteClockAiming(id); case N5: scaleClockAiming(id, 0.1); case N6: scaleClockAiming(id, -0.1); case N7: saveClocks(id); case N8: loadClocks(id); } //show menu again if (num != N0) { showClockMenu(id); } return PLUGIN_HANDLED; } createClockAiming(id, clockType) { //make sure player has access to this command if (get_user_flags(id) & ADMIN_LEVEL) { new origin[3]; new Float:vOrigin[3]; new Float:vAngles[3]; new Float:vNormal[3]; //merrni origjinën e ku lojtari është duke synuar get_user_origin(id, origin, 3); IVecFVec(origin, vOrigin); new bool:bSuccess = traceClockAngles(id, vAngles, vNormal, 1000.0); //if the trace was successfull if (bSuccess) { //if the plane the trace hit is vertical if (vNormal[2] == 0.0) { //create the clock new bool:bSuccess = createClock(clockType, vOrigin, vAngles, vNormal); //if clock created successfully if (bSuccess) { client_print(id, print_chat, "%sCreated clock", gszPrefix); } } else { client_print(id, print_chat, "%sJu duhet të vendosni orën në një mur vertikal!", gszPrefix); } } else { client_print(id, print_chat, "%sMove closer to the target to create the clock", gszPrefix); } } } bool:createClock(clockType, Float:vOrigin[3], Float:vAngles[3], Float:vNormal[3], Float:fScale = 1.0) { new clock = create_entity(gszInfoTarget); new digit[4]; new bool:bFailed = false; //create 4 new entities to use for digits on the clock for (new i = 0; i < 4; ++i) { digit[i] = create_entity(gszInfoTarget); //if failed boolean is false and entity failed to create if (!bFailed && !is_valid_ent(digit[i])) { bFailed = true; break; } } //make sure all entities were created successfully if (is_valid_ent(clock) && !bFailed) { //adjust the origin to lift the clock off the wall (prevent flickering) vOrigin[0] += (vNormal[0] * 0.5); vOrigin[1] += (vNormal[1] * 0.5); vOrigin[2] += (vNormal[2] * 0.5); //set clock properties entity_set_string(clock, EV_SZ_classname, gszClockClassname); entity_set_int(clock, EV_INT_solid, SOLID_NOT); entity_set_model(clock, gszClockFaces); entity_set_vector(clock, EV_VEC_angles, vAngles); entity_set_float(clock, EV_FL_scale, fScale); entity_set_origin(clock, vOrigin); entity_set_int(clock, EV_INT_groupinfo, clockType); //të vendosur kuadrin e njësisë (fytyrë clock) në varësi të llojit të orës switch (clockType) { case CM_SERVERTIME: entity_set_float(clock, EV_FL_frame, 0.0); case CM_MAPTIMELEFT: entity_set_float(clock, EV_FL_frame, 1.0); } //link the digits entities to the clock entity_set_int(clock, EV_INT_iuser1, digit[0]); entity_set_int(clock, EV_INT_iuser2, digit[1]); entity_set_int(clock, EV_INT_iuser3, digit[2]); entity_set_int(clock, EV_INT_iuser4, digit[3]); new digitValues[4]; //setup the digits to make up the time for (new i = 0; i < 4; ++i) { //setup digit properties entity_set_string(digit[i], EV_SZ_classname, gszClockDigitClassname); entity_set_vector(digit[i], EV_VEC_angles, vAngles); entity_set_model(digit[i], gszClockDigits); entity_set_float(digit[i], EV_FL_scale, fScale); //set digit position set_digit_origin(i, digit[i], vOrigin, vNormal, fScale); //get the time digits getTimeDigits(clockType, digitValues); //set the in-game clocks digits set_clock_digits(clock, digitValues); } return true; } else { //delete clock face if it created successfully if (is_valid_ent(clock)) { remove_entity(clock); } //iterate nëpër rrjet të entitetit dhe fshini cilado ato të krijuar me sukses for (new i = 0; i < 4; ++i) { if (is_valid_ent(digit[i])) { remove_entity(digit[i]); } } } return false; } deleteClockAiming(id) { new bool:bDeleted; new clock = get_clock_aiming(id); if (clock) { //delete the clock bDeleted = deleteClock(clock); //nëse ora është fshirë me sukses if (bDeleted) { client_print(id, print_chat, "%sDeleted clock", gszPrefix); } } } bool:deleteClock(ent) { //if the entity is a clock if (isClock(ent)) { //get entity IDs of digits on the clock new digit[4]; digit[0] = entity_get_int(ent, EV_INT_iuser1); digit[1] = entity_get_int(ent, EV_INT_iuser2); digit[2] = entity_get_int(ent, EV_INT_iuser3); digit[3] = entity_get_int(ent, EV_INT_iuser4); //delete the digits on the clock if they're valid if (is_valid_ent(digit[0])) remove_entity(digit[0]); if (is_valid_ent(digit[1])) remove_entity(digit[1]); if (is_valid_ent(digit[2])) remove_entity(digit[2]); if (is_valid_ent(digit[3])) remove_entity(digit[3]); //delete the clock face remove_entity(ent); //successfully deleted the clock return true; } return false; } scaleClockAiming(id, Float:fScaleAmount) { //get the clock the player is aiming at (if any) new clock = get_clock_aiming(id); //if player is aiming at a clock if (clock) { //get the clocks digit entities new digit[4]; new bSuccess = get_clock_digits(clock, digit); //if successfully got clocks digit entities if (bSuccess) { new Float:vOrigin[3]; new Float:vNormal[3]; new Float:vAngles[3]; //get the clocks current scale and add on the specified amount new Float:fScale = entity_get_float(clock, EV_FL_scale); fScale += fScaleAmount; //make sure the scale isn't negative if (fScale > 0.01) { //set the clocks scale entity_set_float(clock, EV_FL_scale, fScale); //get the clocks origin and angles entity_get_vector(clock, EV_VEC_origin, vOrigin); entity_get_vector(clock, EV_VEC_angles, vAngles); //get the clocks normal vector from the angles angle_vector(vAngles, ANGLEVECTOR_FORWARD, vNormal); //set the normal to point in the opposite direction vNormal[0] = -vNormal[0]; vNormal[1] = -vNormal[1]; vNormal[2] = -vNormal[2]; //enlarge the clocks digits by the specified amount for (new i = 0; i < 4; ++i) { //set the digits scale entity_set_float(digit[i], EV_FL_scale, fScale); //adjust the digits origin because of the new scale set_digit_origin(i, digit[i], vOrigin, vNormal, fScale); } } } } } saveClocks(id) { //make sure player has access to this command if (get_user_flags(id) & ADMIN_LEVEL) { new ent = -1; new Float:vOrigin[3]; new Float:vAngles[3]; new Float:fScale; new clockCount = 0; new szData[128]; //open file for writing new file = fopen(gszFile, "wt"); new clockType; while ((ent = find_ent_by_class(ent, gszClockClassname))) { //get clock info entity_get_vector(ent, EV_VEC_origin, vOrigin); entity_get_vector(ent, EV_VEC_angles, vAngles); fScale = entity_get_float(ent, EV_FL_scale); clockType = entity_get_int(ent, EV_INT_groupinfo); //format clock info and save it to file formatex(szData, 128, "%c %f %f %f %f %f %f %f^n", gClockSaveIds[clockType], vOrigin[0], vOrigin[1], vOrigin[2], vAngles[0], vAngles[1], vAngles[2], fScale); fputs(file, szData); //increment clock count ++clockCount; } //get players name new szName[32]; get_user_name(id, szName, 32); //notify all admins that the player saved clocks to file for (new i = 1; i <= 32; ++i) { //make sure player is connected if (is_user_connected(i)) { if (get_user_flags(i) & ADMIN_LEVEL) { client_print(i, print_chat, "%s'%s' saved %d clock%s to file!", gszPrefix, szName, clockCount, (clockCount == 1 ? "" : "s")); } } } //close file fclose(file); } } loadClocks(id) { //if the clock save file exists if (file_exists(gszFile)) { new szData[128]; new szType[2]; new oX[13], oY[13], oZ[13]; new aX[13], aY[13], aZ[13]; new szScale[13]; new Float:vOrigin[3]; new Float:vAngles[3]; new Float:vNormal[3]; new Float:fScale; new clockCount = 0; //open the file for reading new file = fopen(gszFile, "rt"); //iterate through all the lines in the file while (!feof(file)) { szType = ""; fgets(file, szData, 128); parse(szData, szType, 2, oX, 12, oY, 12, oZ, 12, aX, 12, aY, 12, aZ, 12, szScale, 12); vOrigin[0] = str_to_float(oX); vOrigin[1] = str_to_float(oY); vOrigin[2] = str_to_float(oZ); vAngles[0] = str_to_float(aX); vAngles[1] = str_to_float(aY); vAngles[2] = str_to_float(aZ); fScale = str_to_float(szScale); if (strlen(szType) > 0) { //get the normal vector from the angles angle_vector(vAngles, ANGLEVECTOR_FORWARD, vNormal); //set the normal to point in the opposite direction vNormal[0] = -vNormal[0]; vNormal[1] = -vNormal[1]; vNormal[2] = -vNormal[2]; //create the clock depending on the clock type switch (szType[0]) { case 'C': createClock(CM_SERVERTIME, vOrigin, vAngles, vNormal, fScale); case 'T': createClock(CM_MAPTIMELEFT, vOrigin, vAngles, vNormal, fScale); } ++clockCount; } } //close the file fclose(file); //if a player is loading the clocks if (id > 0 && id <= 32) { //get players name new szName[32]; get_user_name(id, szName, 32); //notify all admins that the player loaded clocks from file for (new i = 1; i <= 32; ++i) { //make sure player is connected if (is_user_connected(i)) { if (get_user_flags(i) & ADMIN_LEVEL) { client_print(i, print_chat, "%s'%s' loaded %d clock%s from file!", gszPrefix, szName, clockCount, (clockCount == 1 ? "" : "s")); } } } } } } get_clock_aiming(id) { //get hit point for where player is aiming new origin[3]; new Float:vOrigin[3]; get_user_origin(id, origin, 3); IVecFVec(origin, vOrigin); new ent = -1; //find all entities within a 2 unit sphere while ((ent = find_ent_in_sphere(ent, vOrigin, 2.0))) { //if entity is a clock if (isClock(ent)) { return ent; } } return 0; } bool:traceClockAngles(id, Float:vAngles[3], Float:vNormal[3], Float:fDistance) { //get players origin and add on their view offset new Float:vPlayerOrigin[3]; new Float:vViewOfs[3]; entity_get_vector(id, EV_VEC_origin, vPlayerOrigin); entity_get_vector(id, EV_VEC_view_ofs, vViewOfs); vPlayerOrigin[0] += vViewOfs[0]; vPlayerOrigin[1] += vViewOfs[1]; vPlayerOrigin[2] += vViewOfs[2]; //calculate the end point for trace using the players view angle new Float:vAiming[3]; entity_get_vector(id, EV_VEC_v_angle, vAngles); vAiming[0] = vPlayerOrigin[0] + floatcos(vAngles[1], degrees) * fDistance; vAiming[1] = vPlayerOrigin[1] + floatsin(vAngles[1], degrees) * fDistance; vAiming[2] = vPlayerOrigin[2] + floatsin(-vAngles[0], degrees) * fDistance; //trace a line and get the normal for the plane it hits new trace = trace_normal(id, vPlayerOrigin, vAiming, vNormal); //convert the normal into an angle vector vector_to_angle(vNormal, vAngles); //spin the angle vector 180 degrees around the Y axis vAngles[1] += 180.0; if (vAngles[1] >= 360.0) vAngles[1] -= 360.0; return bool:trace; } set_digit_origin(i, digit, Float:vOrigin[3], Float:vNormal[3], Float:fScale) { //make sure the digit entity is valid if (is_valid_ent(digit)) { new Float:vDigitNormal[3]; new Float:vPos[3]; new Float:fVal; //change the normals to get the left and right depending on the digit vDigitNormal = vNormal; if (i == 0 || i == 1) vDigitNormal[X] = -vDigitNormal[X]; if (i == 2 || i == 3) vDigitNormal[Y] = -vDigitNormal[Y]; //setup digit position fVal = (((gfClockSize[X] / 2) * gfDigitOffsetMultipliers[i])) * fScale; vPos[X] = vOrigin[X] + (vDigitNormal[Y] * fVal); vPos[Y] = vOrigin[Y] + (vDigitNormal[X] * fVal); vPos[Z] = vOrigin[Z] + vNormal[Z] - ((gfTitleSize / 2.0 )* fScale); //bring digit sprites forwards off the clock face to prevent flickering vPos[0] += (vNormal[0] * 0.5); vPos[1] += (vNormal[1] * 0.5); vPos[2] += (vNormal[2] * 0.5); //set the digits origin entity_set_origin(digit, vPos); } } bool:getTimeDigits(clockType, digitValues[4]) { switch (clockType) { case CM_SERVERTIME: { new bool:bChanged = false; new szTime[5]; new timeOffset = get_cvar_num("cm_timeoffset"); new hourType = get_cvar_num("cm_hourtype"); //get the time new hour, mins; time(hour, mins); //add on the time offset hour += timeOffset; //make sure hour hasnt gone out of bounds while (hour < 0) { hour += 24; } while (hour >= 24) { hour -= 24; } //if server is set to use 12 hour clocks if (hourType == 0) { if (hour > 12) { hour -= 12; } } //format the time into a string format(szTime, 4, "%s%d%s%d", (hour < 10 ? "0" : ""), hour, (mins < 10 ? "0" : ""), mins); //calculate time digits from string digitValues[0] = szTime[0] - 48; digitValues[1] = szTime[1] - 48; digitValues[2] = szTime[2] - 48; digitValues[3] = szTime[3] - 48; //if the time has changed if (!equal(gszTime, szTime)) { gszTime = szTime; bChanged = true; } //if the hour type has changed if (hourType != gHourTypeOld) { gHourTypeOld = hourType; bChanged = true; } //if the time offset value has changed if (timeOffset != gTimeOffsetOld) { gTimeOffsetOld = timeOffset; bChanged = true; } return bChanged; } case CM_MAPTIMELEFT: { //get timeleft on map and calculate the minutes and seconds new timeleft = get_timeleft(); new mins = timeleft / 60; new secs = timeleft % 60; //format the timeleft into a string new szTime[5]; format(szTime, 4, "%s%d%s%d", (mins < 10 ? "0" : ""), mins, (secs < 10 ? "0" : ""), secs); //calculate time digits from string digitValues[0] = szTime[0] - 48; digitValues[1] = szTime[1] - 48; digitValues[2] = szTime[2] - 48; digitValues[3] = szTime[3] - 48; return true; } } return false; } bool:get_clock_digits(clock, digit[4]) { //if the entity is a clock if (isClock(clock)) { //get entity IDs of digits on the clock digit[0] = entity_get_int(clock, EV_INT_iuser1); digit[1] = entity_get_int(clock, EV_INT_iuser2); digit[2] = entity_get_int(clock, EV_INT_iuser3); digit[3] = entity_get_int(clock, EV_INT_iuser4); //make sure all the clock digits are valid for (new i = 0; i < 4; ++i) { if (!is_valid_ent(digit[i])) { log_amx("%sInvalid digit entity in clock", gszPrefix); return false; } } } return true; } set_clock_digits(clock, digitValues[4]) { //get the clocks digit entities new digits[4]; new bool:bSuccess = get_clock_digits(clock, digits); //if successfully got clocks digit entities if (bSuccess) { //setup clock digits entity_set_float(digits[0], EV_FL_frame, float(digitValues[0])); entity_set_float(digits[1], EV_FL_frame, float(digitValues[1])); entity_set_float(digits[2], EV_FL_frame, float(digitValues[2])); entity_set_float(digits[3], EV_FL_frame, float(digitValues[3])); } } alertHour(hour) { //if we're set to speak the hour if (get_cvar_num("cm_hourannounce") > 0) { new szMeridiem[4] = "am"; new szHour[16]; //setup hour. Make sure hour isn't above 12 and isn't 00 o'clock if (hour >= 12) szMeridiem = "pm"; if (hour > 12) hour -= 12; if (hour == 0) hour = 12; //get the hour as a word num_to_word(hour, szHour, 15); //speak the time client_cmd(0, "spk ^"fvox/bell _period %s %s^"", szHour, szMeridiem); } } bool:isClock(ent) { //if entity is valid if (is_valid_ent(ent)) { //get classname of entity new szClassname[32]; entity_get_string(ent, EV_SZ_classname, szClassname, 32); //if classname of entity matches global clock classname if (equal(szClassname, gszClockClassname)) { //entity is a clock return true; } } return false; }
[Image: YamMKgu.png]
[Image: yHomE6r.jpg]
[Image: X72tTjJ.jpg]

[Image: dzysCv0.png]
http://www.mediafire.com/download/y33v8y...r_v3.0.zip

[kujdes]MOS kopjoni Ma Lejen e Autorit & ose Ban[/kujdes]

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  snappi vs mix [CSGO]
Posted by: stronk - 11-10-2024, 07:09 PM - Forum: Zbavitje - Replies (3)

[youtube]http://www.youtube.com/watch?v=hXfKFHJViuU[/youtube]

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  Real Madrid | Wallpaper
Posted by: Meli - 11-10-2024, 06:17 PM - Forum: Punimet - Replies (6)

1. Titulli i dizajnit : Real Madrid | Wallapaper
2. Lloji i Dizajnit : Wallpaper
3. Punuar me : Adobe Photoshop CC 2014
4. Pershkrimin i dizajnit : Real Madrid
5. Autori : Meli

Code:
http://i.imgur.com/jVjlnOB.jpg

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  Wayne Rooney | wallpaper
Posted by: roxxanne. - 11-10-2024, 01:28 PM - Forum: Punimet - Replies (5)

1. Titulli i dizajnit: Wayne Rooney | wallpaper
2. Lloji i Dizajnit: Wallpaper
3. Punuar me: Adobe Photoshop CS6
4. Pershkrimin i dizajnit: Wayne Rooney | wallpaper
5. Autori: roxxanne.


[Image: fbdc2354d57d706a70ae3a84cb0c044b.jpg]

Full Project on Behance.net

Code:
https://www.behance.net/gallery/22849471/Wayne-Rooney-?

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  Lioonel Messi | Wallpaper
Posted by: HOAX' - 11-10-2024, 01:15 PM - Forum: Punimet - Replies (1)

1. Titulli i dizajnit: Lioonel Mesi
2. Lloji i Dizajnit: Wallpaper
3. Punuar meTonguehotoshop Cs6
4. Pershkrimin i dizajnit: Meesi eshte po ashtu edhe ne hd
5. Autori: HOAX' - Resul Hd

[Image: pIHGJFb.png]
HD: [Image: qAgazan.png]

[edit]ta editova titullin sepse nuk quhet logo , po Wallpaper flm per kta ..[/edit]

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  paVions | Clan
Posted by: f0rexAiM - 11-10-2024, 12:34 PM - Forum: Info rreth ekipeve - Replies (1)

paVions | Clan
=====Playerat=====
paVions | MangGupi
paVions | Malicious.
paVions | Tesco
paVions | No|Name
paVions | Dr.NiTi
========FB~Page=============
Link http://www.facebook.com/pavions
[info]Gjendemi Ne Peje // Luajm Online & LAN[/info]

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  [Plugins] Admin model
Posted by: r0n1xx. - 11-10-2024, 06:25 AM - Forum: AMX - Plugin's - Replies (2)

[Image: OYIFmcv.png]
Ky plugins i ndryshon skinsat e adminit. Jan disa skinsa psh munesh kur je tt mej ba teshat e ct etj etj
[Image: orQLgii.png]
-Emri:Admin Model Menu
-Version:v1.0
-Autori:"Dimision"
-Editori:MR.BEAN (UNE)
[Image: WwyMGHI.png]
Modelet i dergon te ctrike/model
filen amx e dergon te ctrike/addons/amxmod/plugins
Emrin e shenon te ctrike/addons/amxmod/config/plugins.ini
Filen sma e dergoni te ctrike/addons/amxmod/scripting

Komanda publike /Ndryshohu

Code:
#include <amxmodx> #include <amxmisc> #include <cstrike> #include <colorchat> #define PLUGIN "Admin Model Menu" #define VERSION "1.0" #define AUTHOR "Dimision" public plugin_init() { register_plugin(PLUGIN, VERSION, AUTHOR) register_clcmd("say /Ndryshohu", "admin") } public plugin_precache() { precache_model("models/player/terror/terror.mdl") precache_model("models/player/gsg9/gsg9.mdl") precache_model("models/player/vip/vip.mdl") precache_model("models/player/admin1/admin1.mdl") precache_model("models/player/admin2/admin2.mdl") precache_model("models/player/admin3/admin3.mdl") } public admin(id) { if (get_user_flags(id) & ADMIN_KICK) { model_menu(id) } else { ColorChat(id, GREEN, "**Error-Menu Tylko Dla Admina**") } } public model_menu(id) { new menu = menu_create("\rAdmin Model Menu", "menu_wybierz") menu_additem(menu, "\wModel \yTT", "1", 0) menu_additem(menu, "\wModel \yCT", "2", 0) menu_additem(menu, "\wModel \yVipa", "3", 0) menu_additem(menu, "\wModel \yDodatkowy1", "4", 0) menu_additem(menu, "\wModel \yDodatkowy2", "5", 0) menu_additem(menu, "\wModel \yDodatkowy3", "6", 0) menu_setprop(menu, MPROP_EXIT, MEXIT_ALL) menu_display(id, menu, 0) } public menu_wybierz(id, menu, item) { if (item == MENU_EXIT) { menu_destroy(menu) return PLUGIN_HANDLED } new data[6], iName[64] new acces, callback menu_item_getinfo(menu, item, acces, data,5, iName, 63, callback) new key = str_to_num(data) switch(key) { case 1 : cs_set_user_model(id, "terror") case 2 : cs_set_user_model(id, "gsg9") case 3 : cs_set_user_model(id, "vip") case 4 : cs_set_user_model(id, "admin1") case 5 : cs_set_user_model(id, "admin2") case 6 : cs_set_user_model(id, "admin3") } menu_destroy(menu) return PLUGIN_HANDLED }
[Image: YamMKgu.png]
Ja disa Foto
http://imgur.com/swRKB4B
http://imgur.com/VpLNd2V
Ka hale po spata mundsi mej Publiku
[Image: dzysCv0.png]
<!-- m --><a class="postlink" href="http://www.mediafire.com/download/l072e1hjtsglkxy/admin+model.rar" onclick="window.open(this.href);return false;">http://www.mediafire.com/download/l072e ... +model.rar</a><!-- m -->" onclick="window.open(this.href);return false;

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  [AoD] Team
Posted by: winnemp - 11-10-2024, 02:00 AM - Forum: Info rreth ekipeve - Replies (1)

AoD Team
AoD Team eshte Clan shqiptar i CS 1.6. Ne kete klani lideri eshte winnemp.
Kush don te vije ne AoD Team lajmeroni ne facebook
[info]www.facebook.com/freeshmanny.aod[/info]
Ne kete facebook lajmeroni per te kontaktuar me mua.
AoD- Army of Darkness

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  Nje Kal i Ndegjushem
Posted by: HOAX' - 11-09-2024, 08:46 PM - Forum: Kuriozitete - Replies (1)

Ky Kalë eshte nje kale i shtepis ai i din ti gjitha vendet psh ku eshte frigoriferi psh i thot pronari me bjer nje birre ai e din dhe ja bjen po ashtu kur ben zilja e telefonit ai qohet te kap telefonin po ashtu dhe flen ne nje kervet si ti gjith njerzit ate e kan ushtruar si nje kale me sa qe e pash ne video

<!-- m --><a class="postlink" href="https://www.youtube.com/watch?v=syty4Ff3Y8s#t=199" onclick="window.open(this.href);return false;">https://www.youtube.com/watch?v=syty4Ff3Y8s#t=199</a><!-- m -->

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