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Ошибка в плагине bio_frostnades.амхх

Статус пользователя strelok93
сообщение 25.10.2014, 18:16
Сообщение #1


Стаж: 12 лет

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Всем привет) Нашел плагин замораживающих гранат для BioHazard мода, но при компиляции ошибка.
Помогите исправить)
ps.gif Похожие плагины типа amxx_frosnades на зм сервере работают некорректно



bio_frostnades.sma

Код:

#include <amxmodx>
#include <cstrike>
#include <fakemeta>
#include <hamsandwich>
#include <biohazard>

new const VERSION[] = "2.00-bh2.0";

#define AMMO_FLASHBANG 11
#define AMMO_HEGRENADE 12
#define AMMO_SMOKEGRENADE 13
#define OFFSET_SHIELD 510
#define HAS_SHIELD (1<<24)
#define USING_SHIELD (1<<16)
#define DMG_GRENADE (1<<24) // thanks arkshine
#define FFADE_IN 0x0000 // just here so we don't pass 0 into the function
#define BREAK_GLASS 0x01

#define FROST_RADIUS 240.0
#define NT_FLASHBANG (1<<0) // 1; CSW:25
#define NT_HEGRENADE (1<<1) // 2; CSW:4
#define NT_SMOKEGRENADE (1<<2) // 4; CSW:9
#define TASK_REMOVE_CHILL 100
#define TASK_REMOVE_FREEZE 200
#define TASK_NADE_EXPLODE 300



new pcv_enabled, pcv_override, pcv_nadetypes, pcv_teams, pcv_price, pcv_roundlimit, pcv_buyzone, pcv_color,
pcv_by_radius, pcv_hitself, pcv_los, pcv_maxdamage, pcv_mindamage, pcv_chill_maxchance, pcv_chill_minchance,
pcv_chill_duration, pcv_chill_variance, pcv_chill_speed, pcv_freeze_maxchance, pcv_freeze_minchance,
pcv_freeze_duration, pcv_freeze_variance;

new maxPlayers, gmsgCurWeapon, gmsgScreenFade, gmsgStatusIcon, gmsgBlinkAcct, gmsgAmmoPickup, gmsgTextMsg,
gmsgWeapPickup, glassGibs, trailSpr, smokeSpr, exploSpr, czero, bot_quota, czBotHams, fwdPPT;

new isChilled[33], isFrozen[33], frostKilled[33], novaDisplay[33], Float:oldGravity[33], hasFrostNade[33],
boughtThisRound[33];

public plugin_init() {
register_plugin("FrostNades",VERSION,"Avalanche");
register_cvar("fn_version",VERSION,FCVAR_SERVER);
is_biomod_active() ? plugin_init2() : pause("ad")
}

public plugin_init2()
{
pcv_enabled = register_cvar("fn_enabled","1");
pcv_override = register_cvar("fn_override","1");
pcv_nadetypes = register_cvar("fn_nadetypes","1"); // NT_SMOKEGRENADE
pcv_teams = register_cvar("fn_teams","3");
pcv_price = register_cvar("fn_price","300");
pcv_roundlimit = register_cvar("fn_roundlimit","0");
pcv_buyzone = register_cvar("fn_buyzone","1");
pcv_color = register_cvar("fn_color","0 206 209");

pcv_by_radius = register_cvar("fn_by_radius","0.0");
pcv_hitself = register_cvar("fn_hitself","1");
pcv_los = register_cvar("fn_los","1");
pcv_maxdamage = register_cvar("fn_maxdamage","20.0");
pcv_mindamage = register_cvar("fn_mindamage","1.0");
pcv_chill_maxchance = register_cvar("fn_chill_maxchance","100.0");
pcv_chill_minchance = register_cvar("fn_chill_minchance","100.0");
pcv_chill_duration = register_cvar("fn_chill_duration","7.0");
pcv_chill_variance = register_cvar("fn_chill_variance","1.0");
pcv_chill_speed = register_cvar("fn_chill_speed","60.0");
pcv_freeze_maxchance = register_cvar("fn_freeze_maxchance","110.0");
pcv_freeze_minchance = register_cvar("fn_freeze_minchance","40.0");
pcv_freeze_duration = register_cvar("fn_freeze_duration","4.0");
pcv_freeze_variance = register_cvar("fn_freeze_variance","0.5");


new mod[6];
get_modname(mod,5);
if(equal(mod,"czero"))
{
czero = 1;
bot_quota = get_cvar_pointer("bot_quota");
}

maxPlayers = get_maxplayers();
gmsgCurWeapon = get_user_msgid("CurWeapon");
gmsgScreenFade = get_user_msgid("ScreenFade");
gmsgStatusIcon = get_user_msgid("StatusIcon");
gmsgBlinkAcct = get_user_msgid("BlinkAcct");
gmsgAmmoPickup = get_user_msgid("AmmoPickup");
gmsgWeapPickup = get_user_msgid("WeapPickup");
gmsgTextMsg = get_user_msgid("TextMsg");

register_event("HLTV","event_new_round","a","1=0","2=0"); // new round
register_logevent("event_round_end",2,"0=World triggered","1=Round_End");

register_forward(FM_SetModel,"fw_setmodel",1);
register_message(get_user_msgid("DeathMsg"),"msg_deathmsg");

register_event("CurWeapon","event_curweapon","b","1=1");
register_event("AmmoX","event_ammox","b","1=11","1=12","1=13"); // flash, HE, smoke

RegisterHam(Ham_Killed,"player","ham_player_killed",1);
RegisterHam(Ham_Think,"grenade","ham_grenade_think",0);

register_clcmd("say /fn","buy_frostnade");
register_clcmd("say_team /fn","buy_frostnade");
register_clcmd("say /frostnade","buy_frostnade");
register_clcmd("say_team /frostnade","buy_frostnade");
}

public plugin_precache()
{
precache_model("models/frostnova.mdl");
glassGibs = precache_model("models/glassgibs.mdl");

precache_sound("warcraft3/frostnova.wav"); // grenade explodes
precache_sound("warcraft3/impalehit.wav"); // player is frozen
precache_sound("warcraft3/impalelaunch1.wav"); // frozen wears off
precache_sound("player/pl_duct2.wav"); // player is chilled
precache_sound("items/gunpickup2.wav"); // player buys frostnade

trailSpr = precache_model("sprites/laserbeam.spr");
smokeSpr = precache_model("sprites/steam1.spr");
exploSpr = precache_model("sprites/shockwave.spr");
}

public client_putinserver(id)
{
isChilled[id] = 0;
isFrozen[id] = 0;
frostKilled[id] = 0;
novaDisplay[id] = 0;
oldGravity[id] = 1.0;
hasFrostNade[id] = 0;
boughtThisRound[id] = 0;

if(czero && !czBotHams && is_user_bot(id) && get_pcvar_num(bot_quota) > 0)
set_task(0.1,"czbot_hook_ham",id);
}

public client_disconnect(id)
{
if(isChilled[id]) task_remove_chill(TASK_REMOVE_CHILL+id);
if(isFrozen[id]) task_remove_freeze(TASK_REMOVE_FREEZE+id);
}

// registering a ham hook for "player" won't register it for CZ bots,
// for some reason. so we have to register it by entity.
public czbot_hook_ham(id)
{
if(!czBotHams && is_user_connected(id) && is_user_bot(id) && get_pcvar_num(bot_quota) > 0)
{
RegisterHamFromEntity(Ham_Killed,id,"ham_player_killed",1);
czBotHams = 1;
}
}

/****************************************
* PRIMARY FUNCTIONS AND SUCH
****************************************/

public buy_frostnade(id)
{
if(!get_pcvar_num(pcv_enabled) || get_pcvar_num(pcv_override))
return PLUGIN_CONTINUE;

if(!is_user_alive(id)) return PLUGIN_HANDLED;

// Bipbip : zombie cant buy fn
if (is_user_zombie(id)) return PLUGIN_HANDLED;

if(get_pcvar_num(pcv_buyzone) && !cs_get_user_buyzone(id))
{
client_print(id,print_center,"You are not in a buy zone."); // #Cstrike_NotInBuyZone won't work
return PLUGIN_HANDLED;
}

if(!(get_pcvar_num(pcv_teams) & _:cs_get_user_team(id)))
{
// have to do it this way to format
message_begin(MSG_ONE,gmsgTextMsg,_,id);
write_byte(print_center);
write_string("#Alias_Not_Avail");
write_string("Frost Grenade");
message_end();

return PLUGIN_HANDLED;
}

if(hasFrostNade[id])
{
client_print(id,print_center,"#Cstrike_Already_Own_Weapon");
return PLUGIN_HANDLED;
}

new limit = get_pcvar_num(pcv_roundlimit);
if(limit && boughtThisRound[id] >= limit)
{
client_print(id,print_center,"#Cstrike_TitlesTXT_Cannot_Carry_Anymore");
return PLUGIN_HANDLED;
}

new money = cs_get_user_money(id), price = get_pcvar_num(pcv_price);

// need more vespene gas
if(money < price)
{
client_print(id,print_center,"#Cstrike_TitlesTXT_Not_Enough_Money");

message_begin(MSG_ONE_UNRELIABLE,gmsgBlinkAcct,_,id);
write_byte(2);
message_end();

return PLUGIN_HANDLED;
}

// try to use smokegrenade, then flashbang, then hegrenade
new wpnid = CSW_SMOKEGRENADE, ammoid = AMMO_SMOKEGRENADE, wpnName[20] = "weapon_smokegrenade", type = get_pcvar_num(pcv_nadetypes);
if(!(type & NT_SMOKEGRENADE))
{
if(type & NT_FLASHBANG)
{
wpnid = CSW_FLASHBANG;
ammoid = AMMO_FLASHBANG;
wpnName = "weapon_flashbang";
}
else if(type & NT_HEGRENADE)
{
wpnid = CSW_HEGRENADE;
ammoid = AMMO_HEGRENADE;
wpnName = "weapon_hegrenade";
}
}

hasFrostNade[id] = wpnid;
boughtThisRound[id]++;
cs_set_user_money(id,money - price);

new ammo = cs_get_user_bpammo(id,wpnid);

// give him one
if(!ammo) ham_give_weapon(id,wpnName);
else
{
cs_set_user_bpammo(id,wpnid,ammo+1);

// just so the player can see what kind it is on his HUD

message_begin(MSG_ONE,gmsgAmmoPickup,_,id);
write_byte(ammoid);
write_byte(ammo+1);
message_end();

message_begin(MSG_ONE,gmsgWeapPickup,_,id);
write_byte(wpnid);
message_end();
}

// won't play via ham_give_weapon or cs_set_user_bpammo
engfunc(EngFunc_EmitSound,id,CHAN_ITEM,"items/gunpickup2.wav",VOL_NORM,ATTN_NORM,0,PITCH_NORM);

return PLUGIN_HANDLED;
}

// new round starts
public event_new_round()
{
if(!get_pcvar_num(pcv_enabled)) return;

for(new i=1;i<=maxPlayers;i++)
{
boughtThisRound[i] = 0;

if(is_user_alive(i))
{
if(isChilled[i]) task_remove_chill(TASK_REMOVE_CHILL+i);
if(isFrozen[i]) task_remove_freeze(TASK_REMOVE_FREEZE+i);
}
}
}

// the round ends
public event_round_end()
{
if(!get_pcvar_num(pcv_enabled)) return;

for(new i=1;i<=maxPlayers;i++)
{
if(is_user_alive(i))
{
if(isChilled[i]) task_remove_chill(TASK_REMOVE_CHILL+i);
if(isFrozen[i]) task_remove_freeze(TASK_REMOVE_FREEZE+i);
}
}
}

public fw_setmodel(ent,model[])
{
if(!get_pcvar_num(pcv_enabled)) return FMRES_IGNORED;

new owner = pev(ent,pev_owner);
if(!is_user_connected(owner)) return FMRES_IGNORED;

// this isn't going to explode
new Float:dmgtime;
pev(ent,pev_dmgtime,dmgtime);
if(dmgtime == 0.0) return FMRES_IGNORED;

new type, csw;
if(model[7] == 'w' && model[8] == '_')
{
switch(model[9])
{
case 'h': { type = NT_HEGRENADE; csw = CSW_HEGRENADE; }
case 'f': { type = NT_FLASHBANG; csw = CSW_FLASHBANG; }
case 's': { type = NT_SMOKEGRENADE; csw = CSW_SMOKEGRENADE; }
}
}
if(!type) return FMRES_IGNORED;

new team = _:cs_get_user_team(owner);

// have a frostnade (override off) ;OR; override enabled, on valid team, using valid frostnade type
if(hasFrostNade[owner] == csw ||
(get_pcvar_num(pcv_override) && (get_pcvar_num(pcv_teams) & team) && (get_pcvar_num(pcv_nadetypes) & type)))
{
hasFrostNade[owner] = 0;

set_pev(ent,pev_team,team);
set_pev(ent,pev_bInDuck,1); // flag it as a frostnade

new Float:rgb[3];
get_rgb_colors(team,rgb);

set_glowshell(ent,rgb,16.0);
set_beamfollow(ent,10,10,rgb,100);
}

return FMRES_IGNORED;
}

// freeze a player in place whilst he's frozen
public fw_playerprethink(id)
{
if(isFrozen[id])
{
set_pev(id,pev_velocity,Float:{0.0,0.0,0.0}); // stop motion

engfunc(EngFunc_SetClientMaxspeed,id,0.00001); // keep immobile

new Float:gravity;
pev(id,pev_gravity,gravity);

// remember any gravity changes
if(gravity != 0.000000001 && gravity != 999999999.9)
oldGravity[id] = gravity;

// if are on the ground and about to jump, set the gravity too high to really do so
if((pev(id,pev_button) & IN_JUMP) && !(pev(id,pev_oldbuttons) & IN_JUMP) && (pev(id,pev_flags) & FL_ONGROUND))
set_pev(id,pev_gravity,999999999.9);

// otherwise, set the gravity so low that they don't fall
else set_pev(id,pev_gravity,0.000000001);
}

return FMRES_IGNORED;
}

// override grenade kill message with skull and crossbones
public msg_deathmsg(msg_id,msg_dest,msg_entity)
{
new victim = get_msg_arg_int(2);
if(!is_user_connected(victim) || !frostKilled[victim]) return PLUGIN_CONTINUE;

static weapon[8];
get_msg_arg_string(4,weapon,7);
if(equal(weapon,"grenade")) set_msg_arg_string(4,"frostgrenade");

frostKilled[victim] = 0;
return PLUGIN_CONTINUE;
}

// maintain speed on weapon changes
public event_curweapon(id)
{
if(get_pcvar_num(pcv_enabled) && is_user_connected(id))
{
manage_icon(id);
if(isChilled[id]) set_maxspeed(id);
}
}

// a player's grenade ammo changes
public event_ammox(id)
{
if(get_pcvar_num(pcv_enabled) && is_user_connected(id))
manage_icon(id);
}

// killed to death
public ham_player_killed(id)
{
hasFrostNade[id] = 0;
manage_icon(id);

if(isChilled[id]) task_remove_chill(TASK_REMOVE_CHILL+id);
if(isFrozen[id]) task_remove_freeze(TASK_REMOVE_FREEZE+id);
}

// grenade is ticking away
public ham_grenade_think(ent)
{

// not a frostnade
if(!pev(ent,pev_bInDuck)) return HAM_IGNORED;

new Float:dmgtime;
pev(ent,pev_dmgtime,dmgtime);
if(dmgtime > get_gametime()) return HAM_IGNORED;

// and boom goes the dynamite
frostnade_explode(ent);

return HAM_SUPERCEDE;
}

// a frost grenade explodes
public frostnade_explode(ent)
{
new nadeTeam = pev(ent,pev_team), owner = pev(ent,pev_owner), Float:nadeOrigin[3];
pev(ent,pev_origin,nadeOrigin);

// make the smoke
message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
write_byte(TE_SMOKE);
write_coord(floatround(nadeOrigin[0])); // x
write_coord(floatround(nadeOrigin[1])); // y
write_coord(floatround(nadeOrigin[2])); // z
write_short(smokeSpr); // sprite
write_byte(random_num(30,40)); // scale
write_byte(5); // framerate
message_end();

// explosion
create_blast(nadeTeam,nadeOrigin);
emit_sound(ent,CHAN_BODY,"warcraft3/frostnova.wav",VOL_NORM,ATTN_NORM,0,PITCH_NORM);

// cache our cvars
new Float:by_radius = get_pcvar_float(pcv_by_radius),
hitself = get_pcvar_num(pcv_hitself), los = get_pcvar_num(pcv_los), Float:maxdamage = get_pcvar_float(pcv_maxdamage),
Float:mindamage = get_pcvar_float(pcv_mindamage), Float:chill_maxchance = get_pcvar_float(pcv_chill_maxchance),
Float:chill_minchance = get_pcvar_float(pcv_chill_minchance), Float:freeze_maxchance, Float:freeze_minchance;

if(!by_radius)
{
freeze_maxchance = get_pcvar_float(pcv_freeze_maxchance);
freeze_minchance = get_pcvar_float(pcv_freeze_minchance);
}

new ta, Float:targetOrigin[3], Float:distance, tr = create_tr2(), Float:fraction, Float:damage, gotFrozen;
for(new target=1;target<=maxPlayers;target++)
{
// dead, invincible, or self attack that is not allowed
if(!is_user_alive(target) || !is_user_zombie(target) || pev(target,pev_takedamage) == DAMAGE_NO
|| (pev(target,pev_flags) & FL_GODMODE) ||(target == owner && !hitself))
continue;

pev(target,pev_origin,targetOrigin);
distance = vector_distance(nadeOrigin,targetOrigin);

// too far
if(distance > FROST_RADIUS) continue;

// check line of sight
if(los)
{
nadeOrigin[2] += 2.0;
engfunc(EngFunc_TraceLine,nadeOrigin,targetOrigin,DONT_IGNORE_MONSTERS,ent,tr);
nadeOrigin[2] -= 2.0;

get_tr2(tr,TR_flFraction,fraction);
if(fraction != 1.0 && get_tr2(tr,TR_pHit) != target) continue;
}

// damaged
if(maxdamage > 0.0)
{
damage = radius_calc(distance,FROST_RADIUS,maxdamage,mindamage);
if(ta) damage /= 2.0; // half damage for friendlyfire

if(damage > 0.0)
{
frostKilled[target] = 1;
ExecuteHamB(Ham_TakeDamage,target,ent,owner,damage,DMG_GRENADE);
if(!is_user_alive(target)) continue; // dead now
frostKilled[target] = 0;
}
}

// frozen
if((by_radius && radius_calc(distance,FROST_RADIUS,100.0,0.0) >= by_radius)
|| (!by_radius && random_num(1,100) <= floatround(radius_calc(distance,FROST_RADIUS,freeze_maxchance,freeze_minchance))
))
{
gotFrozen = 1;

freeze_player(target,nadeTeam);
emit_sound(target,CHAN_BODY,"warcraft3/impalehit.wav",VOL_NORM,ATTN_NORM,0,PITCH_HIGH);
}
else gotFrozen = 0;

// chilled
if(by_radius || random_num(1,100) <= floatround(radius_calc(distance,FROST_RADIUS,chill_maxchance,chill_minchance)))
{
chill_player(target,nadeTeam);
if(!gotFrozen) emit_sound(target,CHAN_BODY,"player/pl_duct2.wav",VOL_NORM,ATTN_NORM,0,PITCH_LOW);
}
}

free_tr2(tr);
set_pev(ent,pev_flags,pev(ent,pev_flags)|FL_KILLME);
}

freeze_player(id,nadeTeam)
{
isFrozen[id] = nadeTeam;
oldGravity[id] = get_class_data(get_user_class(id), DATA_GRAVITY);

// register our forward only when we need it
if(!fwdPPT) fwdPPT = register_forward(FM_PlayerPreThink,"fw_playerprethink",0);

new Float:duration = get_pcvar_float(pcv_freeze_duration), Float:variance = get_pcvar_float(pcv_freeze_variance);
duration += random_float(-variance,variance);

remove_task(TASK_REMOVE_FREEZE+id);
set_task(duration,"task_remove_freeze",TASK_REMOVE_FREEZE+id);

if(!pev_valid(novaDisplay[id])) create_nova(id);
}

public task_remove_freeze(taskid)
{
new id = taskid-TASK_REMOVE_FREEZE;

if(pev_valid(novaDisplay[id]))
{
new origin[3], Float:originF[3];
pev(novaDisplay[id],pev_origin,originF);
FVecIVec(originF,origin);

// add some tracers
message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
write_byte(TE_IMPLOSION);
write_coord(origin[0]); // x
write_coord(origin[1]); // y
write_coord(origin[2] + 8); // z
write_byte(64); // radius
write_byte(10); // count
write_byte(3); // duration
message_end();

// add some sparks
message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
write_byte(TE_SPARKS);
write_coord(origin[0]); // x
write_coord(origin[1]); // y
write_coord(origin[2]); // z
message_end();

// add the shatter
message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
write_byte(TE_BREAKMODEL);
write_coord(origin[0]); // x
write_coord(origin[1]); // y
write_coord(origin[2] + 24); // z
write_coord(16); // size x
write_coord(16); // size y
write_coord(16); // size z
write_coord(random_num(-50,50)); // velocity x
write_coord(random_num(-50,50)); // velocity y
write_coord(25); // velocity z
write_byte(10); // random velocity
write_short(glassGibs); // model
write_byte(10); // count
write_byte(25); // life
write_byte(BREAK_GLASS); // flags
message_end();

emit_sound(novaDisplay[id],CHAN_BODY,"warcraft3/impalelaunch1.wav",VOL_NORM,ATTN_NORM,0,PITCH_LOW);
set_pev(novaDisplay[id],pev_flags,pev(novaDisplay[id],pev_flags)|FL_KILLME);
}

isFrozen[id] = 0;
novaDisplay[id] = 0;

// unregister forward if we are no longer using it
if(fwdPPT)
{
new i;
for(i=1;i<=maxPlayers;i++) if(isFrozen[i]) break;
if(i > maxPlayers)
{
unregister_forward(FM_PlayerPreThink,fwdPPT,0);
fwdPPT = 0;
}
}

if(!is_user_connected(id)) return;

set_maxspeed(id);
set_pev(id,pev_gravity,oldGravity[id]);

// sometimes trail fades during freeze, reapply
if(isChilled[id])
{
new Float:rgb[3];
get_rgb_colors(isChilled[id],rgb);
set_beamfollow(id,30,8,rgb,100);
}
else
{
// let other plugins change speed if they need to
new clip, weapon = get_user_weapon(id,clip);
emessage_begin(MSG_ONE,gmsgCurWeapon,_,id);
ewrite_byte(1); // is current
ewrite_byte(weapon); // weapon id
ewrite_byte(clip); // clip ammo
emessage_end();
}
}

chill_player(id,nadeTeam)
{
isChilled[id] = nadeTeam;

set_maxspeed(id);

new Float:duration = get_pcvar_float(pcv_chill_duration), Float:variance = get_pcvar_float(pcv_chill_variance);
duration += random_float(-variance,variance);

remove_task(TASK_REMOVE_CHILL+id);
set_task(duration,"task_remove_chill",TASK_REMOVE_CHILL+id);

new Float:rgb[3];
get_rgb_colors(nadeTeam,rgb);

set_glowshell(id,rgb,1.0);
set_beamfollow(id,30,8,rgb,100);

// add a blue tint to their screen
message_begin(MSG_ONE,gmsgScreenFade,_,id);
write_short(floatround(4096.0 * duration)); // duration
write_short(floatround(2867.2 * duration)); // hold time (4096.0 * 0.7)
write_short(FFADE_IN); // flags
write_byte(floatround(rgb[0])); // red
write_byte(floatround(rgb[1])); // green
write_byte(floatround(rgb[2])); // blue
write_byte(100); // alpha
message_end();
}

public task_remove_chill(taskid)
{
new id = taskid-TASK_REMOVE_CHILL;

isChilled[id] = 0;
if(!is_user_connected(id)) return;

set_maxspeed(id);

clear_glowshell(id);
clear_beamfollow(id);

// clear tint (might clear a flashbang?)
message_begin(MSG_ONE,gmsgScreenFade,_,id);
write_short(0); // duration
write_short(0); // hold time
write_short(FFADE_IN); // flags
write_byte(0); // red
write_byte(0); // green
write_byte(0); // blue
write_byte(255); // alpha
message_end();

if(!isFrozen[id])
{
// let other plugins change speed if they need to
new clip, weapon = get_user_weapon(id,clip);
emessage_begin(MSG_ONE,gmsgCurWeapon,_,id);
ewrite_byte(1); // is current
ewrite_byte(weapon); // weapon id
ewrite_byte(clip); // clip ammo
emessage_end();
}
}

// set my maxspeed to whatever it should be
set_maxspeed(id)
{
if(isFrozen[id]) return engfunc(EngFunc_SetClientMaxspeed,id,0.00001);

new Float:speed = get_class_data(get_user_class(id), DATA_SPEED);
if(isChilled[id]) speed *= (get_pcvar_float(pcv_chill_speed) / 100.0);
return engfunc(EngFunc_SetClientMaxspeed,id,speed);
}

// make a frost nova at a player's feet
create_nova(id)
{
new nova = engfunc(EngFunc_CreateNamedEntity,engfunc(EngFunc_AllocString,"info_target"));

engfunc(EngFunc_SetSize,nova,Float:{-8.0,-8.0,-4.0},Float:{8.0,8.0,4.0});
engfunc(EngFunc_SetModel,nova,"models/frostnova.mdl");

// random orientation
new Float:angles[3];
angles[1] = random_float(0.0,360.0);
set_pev(nova,pev_angles,angles);

// put it at their feet
new Float:playerMins[3], Float:novaOrigin[3];
pev(id,pev_mins,playerMins);
pev(id,pev_origin,novaOrigin);
novaOrigin[2] += playerMins[2];
engfunc(EngFunc_SetOrigin,nova,novaOrigin);

// make it translucent
get_rgb_colors(isFrozen[id],angles); // let's just use angles
set_pev(nova,pev_rendercolor,angles); // ^
set_pev(nova,pev_rendermode,kRenderTransColor);
set_pev(nova,pev_renderamt,100.0);

novaDisplay[id] = nova;
}

// manage our snowflake (show it, hide it, flash it?)
manage_icon(id)
{
new status, team = _:cs_get_user_team(id);

// so if I have it, status = 1; if I also have it out, status = 2
if(get_pcvar_num(pcv_enabled))
{
if(hasFrostNade[id])
{
status = 1;
if(get_user_weapon(id) == hasFrostNade[id]) status = 2;
}
else if(get_pcvar_num(pcv_override) && (get_pcvar_num(pcv_teams) & team))
{
new weapon = get_user_weapon(id), types = get_pcvar_num(pcv_nadetypes);

if(types & NT_HEGRENADE)
{
if(cs_get_user_bpammo(id,CSW_HEGRENADE))
{
status = 1;
if(weapon == CSW_HEGRENADE) status = 2;
}
}
if(status != 2 && (types & NT_SMOKEGRENADE))
{
if(cs_get_user_bpammo(id,CSW_SMOKEGRENADE))
{
status = 1;
if(weapon == CSW_SMOKEGRENADE) status = 2;
}
}
if(status != 2 && (types & NT_FLASHBANG))
{
if(cs_get_user_bpammo(id,CSW_FLASHBANG))
{
status = 1;
if(weapon == CSW_FLASHBANG) status = 2;
}
}
}
}

new Float:rgb[3];
if(status) get_rgb_colors(team,rgb); // only get colors if we need to

message_begin(MSG_ONE_UNRELIABLE,gmsgStatusIcon,_,id);
write_byte(status); // status (0=hide, 1=show, 2=flash)
write_string("dmg_cold"); // sprite name
write_byte(floatround(rgb[0])); // red
write_byte(floatround(rgb[1])); // green
write_byte(floatround(rgb[2])); // blue
message_end();
}

/****************************************
* UTILITY FUNCTIONS
****************************************/

// make the explosion effects
create_blast(team,Float:originF[3])
{
new origin[3];
FVecIVec(originF,origin);

new Float:rgbF[3], rgb[3];
get_rgb_colors(team,rgbF);
FVecIVec(rgbF,rgb);

// smallest ring
message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
write_byte(TE_BEAMCYLINDER);
write_coord(origin[0]); // x
write_coord(origin[1]); // y
write_coord(origin[2]); // z
write_coord(origin[0]); // x axis
write_coord(origin[1]); // y axis
write_coord(origin[2] + 385); // z axis
write_short(exploSpr); // sprite
write_byte(0); // start frame
write_byte(0); // framerate
write_byte(4); // life
write_byte(60); // width
write_byte(0); // noise
write_byte(rgb[0]); // red
write_byte(rgb[1]); // green
write_byte(rgb[2]); // blue
write_byte(100); // brightness
write_byte(0); // speed
message_end();

// medium ring
message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
write_byte(TE_BEAMCYLINDER);
write_coord(origin[0]); // x
write_coord(origin[1]); // y
write_coord(origin[2]); // z
write_coord(origin[0]); // x axis
write_coord(origin[1]); // y axis
write_coord(origin[2] + 470); // z axis
write_short(exploSpr); // sprite
write_byte(0); // start frame
write_byte(0); // framerate
write_byte(4); // life
write_byte(60); // width
write_byte(0); // noise
write_byte(rgb[0]); // red
write_byte(rgb[1]); // green
write_byte(rgb[2]); // blue
write_byte(100); // brightness
write_byte(0); // speed
message_end();

// largest ring
message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
write_byte(TE_BEAMCYLINDER);
write_coord(origin[0]); // x
write_coord(origin[1]); // y
write_coord(origin[2]); // z
write_coord(origin[0]); // x axis
write_coord(origin[1]); // y axis
write_coord(origin[2] + 555); // z axis
write_short(exploSpr); // sprite
write_byte(0); // start frame
write_byte(0); // framerate
write_byte(4); // life
write_byte(60); // width
write_byte(0); // noise
write_byte(rgb[0]); // red
write_byte(rgb[1]); // green
write_byte(rgb[2]); // blue
write_byte(100); // brightness
write_byte(0); // speed
message_end();

// light effect
message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
write_byte(TE_DLIGHT);
write_coord(origin[0]); // x
write_coord(origin[1]); // y
write_coord(origin[2]); // z
write_byte(floatround(FROST_RADIUS/5.0)); // radius
write_byte(rgb[0]); // r
write_byte(rgb[1]); // g
write_byte(rgb[2]); // b
write_byte(8); // life
write_byte(60); // decay rate
message_end();
}

// give an entity a glowshell
set_glowshell(ent,Float:rgb[3],Float:amount)
{
set_pev(ent,pev_renderfx,kRenderFxGlowShell);
set_pev(ent,pev_rendercolor,rgb);
set_pev(ent,pev_renderamt,amount);
}

// take away the glowshell
clear_glowshell(ent)
{
set_pev(ent,pev_renderfx,kRenderFxNone);
set_pev(ent,pev_rendercolor,Float:{255.0,255.0,255.0});
set_pev(ent,pev_renderamt,16.0);
}

// give an entity a beam trail
set_beamfollow(ent,life,width,Float:rgb[3],brightness)
{
clear_beamfollow(ent);

message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
write_byte(TE_BEAMFOLLOW);
write_short(ent); // entity
write_short(trailSpr); // sprite
write_byte(life); // life
write_byte(width); // width
write_byte(floatround(rgb[0])); // red
write_byte(floatround(rgb[1])); // green
write_byte(floatround(rgb[2])); // blue
write_byte(brightness); // brightness
message_end();
}

// removes beam trails from an entity
clear_beamfollow(ent)
{
message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
write_byte(TE_KILLBEAM);
write_short(ent); // entity
message_end();
}


// gets RGB colors from the cvar
get_rgb_colors(team,Float:rgb[3])
{
static color[12], parts[3][4];
get_pcvar_string(pcv_color,color,11);

// if cvar is set to "team", use colors based on the given team
if(equali(color,"team",4))
{
if(team == 1)
{
rgb[0] = 150.0;
rgb[1] = 0.0;
rgb[2] = 0.0;
}
else
{
rgb[0] = 0.0;
rgb[1] = 0.0;
rgb[2] = 150.0;
}
}
else
{
parse(color,parts[0],3,parts[1],3,parts[2],3);
rgb[0] = floatstr(parts[0]);
rgb[1] = floatstr(parts[1]);
rgb[2] = floatstr(parts[2]);
}
}

// scale a value equally (inversely?) with the distance that something
// is from the center of another thing. that makes pretty much no sense,
// so basically, the closer we are to the center of a ring, the higher
// our value gets.
//
// EXAMPLE: distance = 60.0, radius = 240.0, maxVal = 100.0, minVal = 20.0
// we are 0.75 (1.0-(60.0/240.0)) of the way to the radius, so scaled with our
// values, it comes out to 80.0 (20.0 + (0.75 * (100.0 - 20.0)))
Float:radius_calc(Float:distance,Float:radius,Float:maxVal,Float:minVal)
{
if(maxVal <= 0.0) return 0.0;
if(minVal >= maxVal) return minVal;
return minVal + ((1.0 - (distance / radius)) * (maxVal - minVal));
}

// gives a player a weapon efficiently
stock ham_give_weapon(id,weapon[])
{
if(!equal(weapon,"weapon_",7)) return 0;

new wEnt = engfunc(EngFunc_CreateNamedEntity,engfunc(EngFunc_AllocString,weapon));
if(!pev_valid(wEnt)) return 0;

set_pev(wEnt,pev_spawnflags,SF_NORESPAWN);
dllfunc(DLLFunc_Spawn,wEnt);

if(!ExecuteHamB(Ham_AddPlayerItem,id,wEnt))
{
if(pev_valid(wEnt)) set_pev(wEnt,pev_flags,pev(wEnt,pev_flags) | FL_KILLME);
return 0;
}

ExecuteHamB(Ham_Item_AttachToPlayer,wEnt,id)
return 1;
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1049\\ f0\\ fs16 \n\\ par }
*/



Отредактировал: strelok93, - 25.10.2014, 18:18
Прикрепленные файлы:
Прикрепленный файл  bio_frostnades.sma ( 28,03 килобайт ) Кол-во скачиваний: 15
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Статус пользователя strelok93
сообщение 25.10.2014, 18:34
Сообщение #2


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Причем онлайн компилятором нормально компилируется, а локально ошибка. Вот надо знать - почему?
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Статус пользователя Bloo
сообщение 25.10.2014, 18:37
Сообщение #3


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strelok93, а где вы онлайн с инклудом биохазарда компилируете?
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Статус пользователя strelok93
сообщение 25.10.2014, 18:42
Сообщение #4


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Цитата(Bloo @ 25.10.2014, 19:37) *
strelok93, а где вы онлайн с инклудом биохазарда компилируете?

http://compiler.amx-x.ru/
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Статус пользователя Bloo
сообщение 25.10.2014, 19:02
Сообщение #5


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strelok93, странно, локально когда компилируете, инклуд биохазарда имеется в компиляторе?
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Статус пользователя strelok93
сообщение 25.10.2014, 19:18
Сообщение #6


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Цитата(Bloo @ 25.10.2014, 20:02) *
strelok93, странно, локально когда компилируете, инклуд биохазарда имеется в компиляторе?

конечно, все инклуды есть, но вот такая ошибка непонятная...
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Статус пользователя strelok93
сообщение 25.10.2014, 21:22
Сообщение #7


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Решил проблему. Проблемка была в инклуде biohazard.inc
Вот какой был у меня:
biohazard.inc old

Код:

/* Biohazard functions
*
* by Cheap_Suit
*
* This file is provided as is (no warranties).
*/

#if defined _biohazard_included
#endinput
#endif
#define _biohazard_included

#pragma reqlib "biohazardf"

/* Returns the mods status. */
stock is_biomod_active()
{
if(is_plugin_loaded("Biohazard") == -1)
{
log_amx("Biohazard is not loaded.")
return 0
}

if(!cvar_exists("bh_enabled"))
{
log_amx("Cvar: ^"bh_enabled^" does not exist.")
return 0
}

new cvar_pointer = get_cvar_pointer("bh_enabled")
return get_pcvar_num(cvar_pointer)
}

/* Called when a survivor is infected by a zombie. */
forward event_infect(attacker, victim)

/* Called when a survivor is infected. */
forward event_infect2(index)

/* Called when a game starts. */
forward event_gamestart()

/* Called when a team wins. */
enum BHTeam
{
BH_TEAM_ZOMBIE = 1,
BH_TEAM_SURVIVOR = 2
}
forward event_teamwin(BHTeam:team)

/* Returns true if the game is started */
native bool:is_game_started()

/* Makes a user zombie. */
native infect_user(index)

/* Returns 1 if user is a zombie. */
native is_user_zombie(index)

/* Returns 1 if the user is first zombie. */
native is_user_firstzombie(index)

/* Returns the id of the first zombie. */
native firstzombie()



А вот с каким успешно компилируется:

biohazard.inc

Код:

/* Biohazard functions
*
* by Cheap_Suit
*
* This file is provided as is (no warranties).
*/

#if defined _biohazard_included
#endinput
#endif
#define _biohazard_included

#pragma reqlib "biohazardf"

/* Returns the mods status */
stock is_biomod_active()
{
if(!cvar_exists("bh_enabled"))
{
log_amx("Cvar: ^"bh_enabled^" does not exist.")
return 0
}
return get_cvar_num("bh_enabled")
}

/* Called when a survivor is infected */
forward event_infect(victim, attacker)

/* Called when the game starts */
forward event_gamestart()

/* Returns true if the game has started */
native bool:game_started()

/* Makes a user zombie */
native infect_user(victim, attacker)

/* Makes a user human */
native cure_user(index)

/* Infect user before game starts */
native preinfect_user(index, bool:yesno)

/* Returns 1 if user is a zombie */
native is_user_zombie(index)

/* Returns 1 if the user is infected (before game)*/
native is_user_infected(index)

/* Returns user zombie class */
native get_user_class(index)

/* Returns zombie class id, -1 otherwise */
native register_class(classname[], description[])

/* Sets zombie player model */
native set_class_pmodel(classid, player_model[])

/* Sets zombie weapon model */
native set_class_wmodel(classid, weapon_model[])

/* Returns zombie class id */
native get_class_id(classname[])

#define DATA_HEALTH 0 //Health value
#define DATA_SPEED 1 //Speed value
#define DATA_GRAVITY 2 //Gravity multiplier
#define DATA_ATTACK 3 //Zombie damage multiplier
#define DATA_DEFENCE 4 //Bullet damage multiplier
#define DATA_HEDEFENCE 5 //HE damage multiplier
#define DATA_HITSPEED 6 //Pain speed multiplier
#define DATA_HITDELAY 7 //Pain speed delay value
#define DATA_REGENDLY 8 //Regeneration delay value
#define DATA_HITREGENDLY 9 //Pain regeneration delay value
#define DATA_KNOCKBACK 10 //Knockback multiplier

/* Return/set value of zombie class data */
native Float:get_class_data(classid, dataid)
native set_class_data(classid, dataid, Float:value)

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OverGame
сообщение 25.10.2014, 21:49
Сообщение #8
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Я конечно понимаю, но ребят... Это раздел плагинов, но не вопросов по скриптингу (есть отдельная ветка).
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Статус пользователя Bloo
сообщение 25.10.2014, 21:57
Сообщение #9


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OverGame, спасибо, я бы так и не заметил)
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