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Этот раздел, как вы могли заметить по названию, предназначен для решения вопросов по поводу уже существующих модов и плагинов.
Пожалуйста, если у вас проблема с написанием плагина, не путайте этот раздел с разделом по скриптингу.
Для поиска плагинов и модов существует соответствующий раздел.

Название темы должно соответствовать содержанию. Темы с названием типа "Помогите", "Вопрос", "парни подскажите..." - будут удалены.
Все темы, не относящиеся к "Вопросам по модам и плагинам", будут удалены или перемещены в соответствующий раздел.

Правила оформления темы:
1. Помимо заголовка не забудьте верно сформулировать свой вопрос.
2. Выложите исходник (в тег кода + ) или ссылку на плагин который вызывает у вас вопросы.
3. Выложите лог с ошибками (если имеется) под спойлер

Помощь с плагином

, Проверка на валидность
Статус пользователя alodia
сообщение 28.4.2021, 19:37
Сообщение #1


Стаж: 8 лет 1 месяц

Сообщений: 1990
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Цитата
Я так понимаю не хватает проверки на валидность, но добавляю в одно место вылазит в другом и так меня этот код уже вымахал по полной он 300 до 350 строки вечно такая проблема , как решить уже не понимаю
L 03/26/2021 - 09:11:44: [FAKEMETA] Invalid entity
L 03/26/2021 - 09:11:44: [AMXX] Displaying debug trace (plugin "bio_napalm_nades.amxx", version "1.3a")
L 03/26/2021 - 09:11:44: [AMXX] Run time error 10: native error (native "pev")
L 03/26/2021 - 09:11:44: [AMXX] [0] bio_napalm_nades.sma::fw_SetModel (line 336)
код
/*===============================================================================
=

--------------------------------------------
-*- Napalm Nades 1.3 (Biohazard version) -*-
--------------------------------------------
~~~~~~~~~~~~
- Commands -
~~~~~~~~~~~~

* say /napalm - Buy a napalm grenade (when override is off)

~~~~~~~~~
- CVARS -
~~~~~~~~~

* napalm_on <0/1> - Enable/Disable Napalm Nades
* napalm_affect <1/2/3> - Which nades should be napalms (1-HE // 2-FB // 3-SG)
* napalm_team <0/1/2> - Determines which team can buy/use napalm nades
(0-both teams // 1-Terrorists only // 2-CTs only)
* napalm_override <0/1> - If enabled, grenades will automatically become
napalms without players having to buy them
* napalm_price <1000> - Money needed to buy a napalm (when override is off)
* napalm_buyzone <0/1> - If enabled, players need to be in a buyzone to
purchase a napalm (when override is off)
* napalm_carrylimit <1> - How many napalms can be carried at once

* napalm_radius <240> - Napalm explosion radius
* napalm_hitself <0/1> - If enabled, napalms will also affect their owner
* napalm_ff <0/1> - If enabled, napalms will also affect teammates
* napalm_spread <0/1> - If enabled, players will be able to catch fire
from others when they touch
* napalm_keepexplosion <0/1> - Wether to keep the default CS explosion

* napalm_duration <5> - How long the burning lasts in seconds
* napalm_damage <2> - How much damage the burning does (every 0.2 secs)
* napalm_cankill <0/1> - If set, burning will be able to kill the victim
* napalm_slowdown <0.5> - Burning slow down, set between: 0.1 (slower) and
0.9 (faster). Use 0 to disable.
* napalm_screamrate <20> - How often players will scream when on fire
(lower values = more screams). Use 0 to disable.

================================================================================
*/

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

// Uncomment the following if you wish to set custom models for napalms
//#define USE_NAPALM_CUSTOM_MODELS

#define is_player(%1) (bool:(%1 && %1 <= g_maxplayers))

#if defined USE_NAPALM_CUSTOM_MODELS // Then set your custom models here
new const g_model_napalm_view[] = "models/v_hegrenade"
new const g_model_napalm_player[] = "models/p_hegrenade.mdl"
new const g_model_napalm_world[] = "models/w_hegrenade.mdl"
#endif

// Explosion sounds
new const grenade_fire[][] = { "weapons/hegrenade-1.wav" }

// Player burning sounds
new const grenade_fire_player[][] = { "biohazard/zombie_burn3.wav", "biohazard/zombie_burn4.wav", "biohazard/zombie_burn3.wav" }

// Grenade sprites
new const sprite_grenade_fire[] = "sprites/flame.spr"
new const sprite_grenade_smoke[] = "sprites/black_smoke3.spr"
new const sprite_grenade_trail[] = "sprites/laserbeam.spr"
new const sprite_grenade_ring[] = "sprites/shockwave.spr"

// Glow and trail colors (red, green, blue)
const NAPALM_R = 200
const NAPALM_G = 0
const NAPALM_B = 0

/*===============================================================================
*/

#define TEAM_ZOMBIE 1
#define TEAM_HUMAN 2

// Burning task
const TASK_BURN = 1000
#define ID_BURN (taskid - TASK_BURN)
#define BURN_DURATION args[0]
#define BURN_ATTACKER args[1]

// CS Player PData Offsets (win32)
const OFFSET_CSTEAMS = 114
const OFFSET_CSMONEY = 115
const OFFSET_MAPZONE = 235
new const AFFECTED_BPAMMO_OFFSETS[] = { 388, 387, 389 }
const OFFSET_LINUX = 5 // offsets +5 in Linux builds

// CS Player CBase Offsets (win32)
const OFFSET_ACTIVE_ITEM = 373

// CS Weapon PData Offsets (win32)
const OFFSET_WEAPONID = 43
const OFFSET_LINUX_WEAPONS = 4 // weapon offsets are only 4 steps higher on Linux

// CS Weapon CBase Offsets (win32)
const OFFSET_WEAPONOWNER = 41

// Some constants
const PLAYER_IN_BUYZONE = (1<<0)

// pev_ field used to store custom nade types and their values
const PEV_NADE_TYPE = pev_flTimeStepSound
const NADE_TYPE_NAPALM = 681856

// pev_ field used to store napalm's custom ammo
const PEV_NAPALM_AMMO = pev_flSwimTime
#define DMG_HEGRENADE (1<<24)
// Weapons that can be napalms
//new const AFFECTED_NAMES[][] = { "HE", "FB", "SG" }
new const AFFECTED_CLASSNAMES[][] = { "weapon_hegrenade", "weapon_flashbang", "weapon_smokegrenade" }
new const AFFECTED_MODELS[][] = { "w_he", "w_fl", "w_sm" }
new const AFFECTED_AMMOID[] = { 12, 11, 13 }
#if defined USE_NAPALM_CUSTOM_MODELS
new const AFFECTED_WEAPONS[] = { CSW_HEGRENADE, CSW_FLASHBANG, CSW_SMOKEGRENADE }
#endif

// CS Sounds
new const sound_buyammo[] = "items/9mmclip1.wav"

// Whether ham forwards are registered for CZ bots
new g_hamczbots

// Precached sprites indices
new g_flameSpr, g_smokeSpr, g_trailSpr, g_exploSpr

// Messages
new g_msgDamage, g_msgMoney, g_msgBlinkAcct, g_msgAmmoPickup

// CVAR pointers
new cvar_radius, cvar_price, cvar_hitself, cvar_duration, cvar_slowdown, cvar_override,
cvar_damage, cvar_on, cvar_buyzone, cvar_ff, cvar_cankill, cvar_spread, cvar_botquota,
cvar_teamrestrict, cvar_screamrate, cvar_keepexplosion, cvar_affect, cvar_carrylimit, cvar_ex_damage

// Cached stuff
new g_maxplayers, g_on, g_affect, g_override, g_allowedteam, g_keepexplosion, g_spread,
g_ff, g_duration, g_buyzone, g_price, g_carrylimit, g_hitself, g_screamrate, g_damage,
Float:g_slowdown, g_cankill, Float:g_radius,Float:g_ex_damage

// Precache all custom stuff
public plugin_precache()
{
precache_sound("biohazard/zombie_burn3.wav")
precache_sound("biohazard/zombie_burn4.wav")
new i
for (i = 0; i < sizeof grenade_fire; i++)
engfunc(EngFunc_PrecacheSound, grenade_fire[i])
for (i = 0; i < sizeof grenade_fire_player; i++)
engfunc(EngFunc_PrecacheSound, grenade_fire_player[i])

g_flameSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_fire)
g_smokeSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_smoke)
g_trailSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_trail)
g_exploSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_ring)

// CS sounds (just in case)
engfunc(EngFunc_PrecacheSound, sound_buyammo)

#if defined USE_NAPALM_CUSTOM_MODELS
engfunc(EngFunc_PrecacheModel, g_model_napalm_view)
engfunc(EngFunc_PrecacheModel, g_model_napalm_player)
engfunc(EngFunc_PrecacheModel, g_model_napalm_world)
#endif
}

public plugin_init()
{
// Register plugin call
register_plugin("Napalm Nades for Bio", "1.3a", "MeRcyLeZZ")

// Events
register_event("HLTV", "event_round_start", "a", "1=0", "2=0")

// Forwards
register_forward(FM_SetModel, "fw_SetModel")
RegisterHam(Ham_Think, "grenade", "fw_ThinkGrenade")
RegisterHam(Ham_Touch, "player", "fw_TouchPlayer")
RegisterHam(Ham_TakeDamage, "player", "fw_PlayerTakeDamage")
#if defined USE_NAPALM_CUSTOM_MODELS
for (new i = 0; i < sizeof AFFECTED_CLASSNAMES; i++)
RegisterHam(Ham_Item_Deploy, AFFECTED_CLASSNAMES[i], "fw_Item_Deploy_Post", 1)
#endif

// Client commands
register_clcmd("say napalm", "buy_napalm")
register_clcmd("say /napalm", "buy_napalm")

// CVARS
cvar_on = register_cvar("napalm_on", "1")
cvar_affect = register_cvar("napalm_affect", "1")
cvar_teamrestrict = register_cvar("napalm_team", "2")
cvar_override = register_cvar("napalm_override", "0")
cvar_price = register_cvar("napalm_price", "1000")
cvar_buyzone = register_cvar("napalm_buyzone", "1")
cvar_carrylimit = register_cvar("napalm_carrylimit", "1")

cvar_radius = register_cvar("napalm_radius", "240")
cvar_hitself = register_cvar("napalm_hitself", "1")
cvar_ff = register_cvar("napalm_ff", "0")
cvar_spread = register_cvar("napalm_spread", "1")
cvar_keepexplosion = register_cvar("napalm_keepexplosion", "0")

cvar_duration = register_cvar("napalm_duration", "5")
cvar_damage = register_cvar("napalm_damage", "2")
cvar_cankill = register_cvar("napalm_cankill", "1")
cvar_slowdown = register_cvar("napalm_slowdown", "0.5")
cvar_screamrate = register_cvar("napalm_screamrate", "20")

cvar_botquota = get_cvar_pointer("bot_quota")
g_maxplayers = get_maxplayers()

// Message ids
g_msgDamage = get_user_msgid("Damage")
g_msgMoney = get_user_msgid("Money")
g_msgBlinkAcct = get_user_msgid("BlinkAcct")
g_msgAmmoPickup = get_user_msgid("AmmoPickup")

cvar_ex_damage = register_cvar("napalm_ex_damage", "1.5")
}

public plugin_cfg()
{
// Cache CVARs after configs are loaded
set_task(0.5, "event_round_start")
}

// Round Start Event
public event_round_start()
{
// Cache CVARs
g_on = get_pcvar_num(cvar_on)
g_affect = get_pcvar_num(cvar_affect)
g_override = get_pcvar_num(cvar_override)
g_allowedteam = get_pcvar_num(cvar_teamrestrict)
g_keepexplosion = get_pcvar_num(cvar_keepexplosion)
g_spread = get_pcvar_num(cvar_spread)
g_ff = get_pcvar_num(cvar_ff)
g_duration = get_pcvar_num(cvar_duration)
g_buyzone = get_pcvar_num(cvar_buyzone)
g_price = get_pcvar_num(cvar_price)
g_carrylimit = get_pcvar_num(cvar_carrylimit)
g_hitself = get_pcvar_num(cvar_hitself)
g_screamrate = get_pcvar_num(cvar_screamrate)
g_slowdown = get_pcvar_float(cvar_slowdown)
g_damage = floatround(get_pcvar_float(cvar_damage), floatround_ceil)
g_cankill = get_pcvar_num(cvar_cankill)
g_radius = get_pcvar_float(cvar_radius)
g_ex_damage = get_pcvar_float(cvar_ex_damage)
// Stop any burning tasks on players
for (new id = 1; id <= g_maxplayers; id++)
remove_task(id+TASK_BURN);
}

// Client joins the game
public client_putinserver(id)
{
// CZ bots seem to use a different "classtype" for player entities
// (or something like that) which needs to be hooked separately
if (!g_hamczbots && cvar_botquota && is_user_bot(id))
{
// Set a task to let the private data initialize
set_task(0.1, "register_ham_czbots", id)
}
}

public fw_PlayerTakeDamage(victim, inflictor, attacker, Float:dmg, dmg_type)
{
if(!is_user_alive(attacker) || !is_player(attacker)) return;

if(!g_hitself && dmg_type & DMG_HEGRENADE)
{
SetHamParamFloat(4, dmg * g_ex_damage)
}
}

// Set Model Forward
public fw_SetModel(entity, const model[])
{
// Napalm grenades disabled
if (!g_on) return FMRES_IGNORED;

// Get damage time of grenade
static Float:dmgtime
pev(entity, pev_dmgtime, dmgtime)

// Grenade not yet thrown
if (dmgtime == 0.0)
return FMRES_IGNORED;

// Not an affected grenade
if (!equal(model[7], AFFECTED_MODELS[g_affect-1], 4))
return FMRES_IGNORED;

// Get owner of grenade and napalm weapon entity
static owner, napalm_weaponent
owner = pev(entity, pev_owner)
napalm_weaponent = fm_get_user_current_weapon_ent(owner)

// Not a napalm grenade (because the weapon entity of its owner doesn't have the flag set)
if (!g_override && pev(napalm_weaponent, PEV_NADE_TYPE) != NADE_TYPE_NAPALM)
return FMRES_IGNORED;

// Get owner's team
static owner_team
owner_team = fm_get_user_team(owner)

// Player is on a restricted team
if (g_allowedteam > 0 && g_allowedteam != owner_team)
return FMRES_IGNORED;

// Give it a glow
fm_set_rendering(entity, kRenderFxGlowShell, NAPALM_R, NAPALM_G, NAPALM_B, kRenderNormal, 16)

// And a colored trail
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW) // TE id
write_short(entity) // entity
write_short(g_trailSpr) // sprite
write_byte(10) // life
write_byte(10) // width
write_byte(NAPALM_R) // r
write_byte(NAPALM_G) // g
write_byte(NAPALM_B) // b
write_byte(200) // brightness
message_end()

// Reduce napalm ammo
static napalm_ammo
napalm_ammo = pev(napalm_weaponent, PEV_NAPALM_AMMO)
set_pev(napalm_weaponent, PEV_NAPALM_AMMO, --napalm_ammo)

// Run out of napalms?
if (napalm_ammo < 1)
{
// Remove napalm flag from the owner's weapon entity
set_pev(napalm_weaponent, PEV_NADE_TYPE, 0)
}

// Set grenade type on the thrown grenade entity
set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_NAPALM)

// Set owner's team on the thrown grenade entity
set_pev(entity, pev_team, owner_team)

#if defined USE_NAPALM_CUSTOM_MODELS
// Set custom model and supercede the original forward
engfunc(EngFunc_SetModel, entity, g_model_napalm_world)
return FMRES_SUPERCEDE;
#else
return FMRES_IGNORED;
#endif
}

// Grenade Think Forward
public fw_ThinkGrenade(entity)
{
// Invalid entity
if (!pev_valid(entity)) return HAM_IGNORED;

// Get damage time of grenade
static Float:dmgtime
pev(entity, pev_dmgtime, dmgtime)

// Check if it's time to go off
if (dmgtime > get_gametime())
return HAM_IGNORED;

// Not a napalm grenade
if (pev(entity, PEV_NADE_TYPE) != NADE_TYPE_NAPALM)
return HAM_IGNORED;

// Explode event
napalm_explode(entity)

// Keep the original explosion?
if (g_keepexplosion)
{
set_pev(entity, PEV_NADE_TYPE, 0)
return HAM_IGNORED;
}

// Get rid of the grenade
engfunc(EngFunc_RemoveEntity, entity)
return HAM_SUPERCEDE;
}

// Player Touch Forward
public fw_TouchPlayer(self, other)
{
// Spread cvar disabled or not touching a player
if (!g_spread || !is_user_alive(other))
return;

// Toucher not on fire or touched player already on fire
if (!task_exists(self+TASK_BURN) || task_exists(other+TASK_BURN))
return;

// Check if friendly fire is allowed
if (!g_ff && fm_get_user_team(self) == fm_get_user_team(other))
return;

// Heat icon
message_begin(MSG_ONE_UNRELIABLE, g_msgDamage, _, other)
write_byte(0) // damage save
write_byte(0) // damage take
write_long(DMG_BURN) // damage type
write_coord(0) // x
write_coord(0) // y
write_coord(0) // z
message_end()

// Our task params
static params[2]
params[0] = g_duration * 2 // duration (reduced a bit)
params[1] = self // attacker

// Set burning task on victim
set_task(0.1, "burning_flame", other+TASK_BURN, params, sizeof params)
}

#if defined USE_NAPALM_CUSTOM_MODELS
// Ham Weapon Deploy Forward
public fw_Item_Deploy_Post(entity)
{
// Napalm grenades disabled
if (!g_on) return;

// Not a napalm grenade (because the weapon entity of its owner doesn't have the flag set)
if (!g_override && pev(entity, PEV_NADE_TYPE) != NADE_TYPE_NAPALM)
return;

// Get weapon's id
static weaponid
weaponid = fm_get_weapon_ent_id(entity)

// Not an affected grenade
if (weaponid != AFFECTED_WEAPONS[g_affect-1])
return;

// Get weapon's owner
static owner
owner = fm_get_weapon_ent_owner(entity)

// Player is on a restricted team
if (g_allowedteam > 0 && g_allowedteam != fm_get_user_team(owner))
return;

// Replace models
set_pev(owner, pev_viewmodel2, g_model_napalm_view)
set_pev(owner, pev_weaponmodel2, g_model_napalm_player)
}
#endif

// Napalm purchase command
public buy_napalm(id)
{
// Napalm grenades disabled
if (!g_on) return PLUGIN_CONTINUE;

// Check if override setting is enabled instead
/*if (g_override)
{
client_print(id, print_center, "Just buy a %s grenade and get a napalm automatically!", AFFECTED_NAMES[g_affect-1])
return PLUGIN_HANDLED;
}*/

// Check if player is alive
if (!is_user_alive(id))
{
client_print(id, print_center, "You can't buy when you're dead!")
return PLUGIN_HANDLED;
}

// Check if the player is on a restricted team
if (g_allowedteam > 0 && g_allowedteam != fm_get_user_team(id))
{
client_print(id, print_center, "Your team cannot buy napalm nades!")
return PLUGIN_HANDLED;
}

// Check if player needs to be in a buyzone
if (g_buyzone && !fm_get_user_buyzone(id))
{
client_print(id, print_center, "You are not in a buyzone!")
return PLUGIN_HANDLED;
}

// Check that player has the money
if (fm_get_user_money(id) < g_price)
{
client_print(id, print_center, "#Cstrike_TitlesTXT_Not_Enough_Money")

// Blink money
message_begin(MSG_ONE_UNRELIABLE, g_msgBlinkAcct, _, id)
write_byte(2) // times
message_end()

return PLUGIN_HANDLED;
}

// Get napalm weapon entity
static napalm_weaponent
napalm_weaponent = fm_get_napalm_entity(id, g_affect)

// Does the player have a napalm already?
if (napalm_weaponent != 0)
{
// Retrieve napalm ammo
static napalm_ammo
napalm_ammo = pev(napalm_weaponent, PEV_NAPALM_AMMO)

// Check if allowed to have this many napalms
if (napalm_ammo < g_carrylimit)
{
// Increase napalm ammo
set_pev(napalm_weaponent, PEV_NAPALM_AMMO, ++napalm_ammo)

// Increase player's backpack ammo
set_pdata_int(id, AFFECTED_BPAMMO_OFFSETS[g_affect-1], get_pdata_int(id, AFFECTED_BPAMMO_OFFSETS[g_affect-1]) + 1, OFFSET_LINUX)

// Flash ammo in hud
message_begin(MSG_ONE_UNRELIABLE, g_msgAmmoPickup, _, id)
write_byte(AFFECTED_AMMOID[g_affect-1]) // ammo id
write_byte(1) // ammo amount
message_end()

// Play clip purchase sound
engfunc(EngFunc_EmitSound, id, CHAN_ITEM, sound_buyammo, 1.0, ATTN_NORM, 0, PITCH_NORM)

// Set napalm flag on the weapon entity (bugfix)
set_pev(napalm_weaponent, PEV_NADE_TYPE, NADE_TYPE_NAPALM)
}
else
{
client_print(id, print_center, "You cannot carry any more napalms!")
return PLUGIN_HANDLED;
}
}
else
{
// Give napalm
fm_give_item(id, AFFECTED_CLASSNAMES[g_affect-1])

// Get napalm weapon entity now it exists
napalm_weaponent = fm_get_napalm_entity(id, g_affect)

// Set napalm flag on the weapon entity
set_pev(napalm_weaponent, PEV_NADE_TYPE, NADE_TYPE_NAPALM)

// Set napalm ammo
set_pev(napalm_weaponent, PEV_NAPALM_AMMO, 1)
}

// Calculate new money amount
static newmoney
newmoney = fm_get_user_money(id) - g_price

// Update money offset
fm_set_user_money(id, newmoney)

// Update money on HUD
message_begin(MSG_ONE, g_msgMoney, _, id)
write_long(newmoney) // amount
write_byte(1) // flash
message_end()

return PLUGIN_HANDLED;
}

// Napalm Grenade Explosion
napalm_explode(ent)
{
// Get attacker and its team
static attacker, attacker_team
attacker = pev(ent, pev_owner)
attacker_team = pev(ent, pev_team)

// Get origin
static Float:originF[3]
pev(ent, pev_origin, originF)

// Custom explosion effect
create_blast2(originF)

// Napalm explosion sound
engfunc(EngFunc_EmitSound, ent, CHAN_WEAPON, grenade_fire[random_num(0, sizeof grenade_fire - 1)], 1.0, ATTN_NORM, 0, PITCH_NORM)

// Collisions
static victim
victim = -1

while ((victim = engfunc(EngFunc_FindEntityInSphere, victim, originF, g_radius)) != 0)
{
// Only effect alive players
if (!is_user_alive(victim))
continue;

// Check if myself is allowed
if (!g_hitself && victim == attacker)
continue;

// Check if friendly fire is allowed
if (!g_ff && victim != attacker && attacker_team == fm_get_user_team(victim))
continue;

// Heat icon
message_begin(MSG_ONE_UNRELIABLE, g_msgDamage, _, victim)
write_byte(0) // damage save
write_byte(0) // damage take
write_long(DMG_BURN) // damage type
write_coord(0) // x
write_coord(0) // y
write_coord(0) // z
message_end()

// Our task params
static params[2]
params[0] = g_duration * 5 // duration
params[1] = attacker // attacker

// Set burning task on victim
set_task(0.1, "burning_flame", victim+TASK_BURN, params, sizeof params)
}
}

// Burning Task
public burning_flame(args[2], taskid)
{
// Player died/disconnected
if (!is_user_alive(ID_BURN))
return;

// Get player origin and flags
static Float:originF[3], flags
pev(ID_BURN, pev_origin, originF)
flags = pev(ID_BURN, pev_flags)

// In water or burning stopped
if ((flags & FL_INWATER) || BURN_DURATION < 1)
{
// Smoke sprite
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_SMOKE) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]-50.0) // z
write_short(g_smokeSpr) // sprite
write_byte(random_num(15, 20)) // scale
write_byte(random_num(10, 20)) // framerate
message_end()

return;
}

// Randomly play burning sounds
if (g_screamrate > 0 && random_num(1, g_screamrate) == 1)
engfunc(EngFunc_EmitSound, ID_BURN, CHAN_VOICE, grenade_fire_player[random_num(0, sizeof grenade_fire_player - 1)], 1.0, ATTN_NORM, 0, PITCH_NORM)
if(get_boss_index() != ID_BURN)
{
// Fire slow down
if (g_slowdown > 0.0 && (flags & FL_ONGROUND))
{
static Float:velocity[3]
pev(ID_BURN, pev_velocity, velocity)
xs_vec_mul_scalar(velocity, g_slowdown, velocity)
set_pev(ID_BURN, pev_velocity, velocity)
}
}

// Get victim's health
static health
health = pev(ID_BURN, pev_health)

// Take damage from the fire
if (health - g_damage > 0)
set_pev(ID_BURN, pev_health, float(health - g_damage))
else if (g_cankill)
{
// Kill victim
ExecuteHamB(Ham_Killed, ID_BURN, BURN_ATTACKER, 0)

// Smoke sprite
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_SMOKE) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]-50.0) // z
write_short(g_smokeSpr) // sprite
write_byte(random_num(15, 20)) // scale
write_byte(random_num(10, 20)) // framerate
message_end()

return;
}

// Flame sprite
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_SPRITE) // TE id
engfunc(EngFunc_WriteCoord, originF[0]+random_float(-5.0, 5.0)) // x
engfunc(EngFunc_WriteCoord, originF[1]+random_float(-5.0, 5.0)) // y
engfunc(EngFunc_WriteCoord, originF[2]+random_float(-10.0, 10.0)) // z
write_short(g_flameSpr) // sprite
write_byte(random_num(5, 10)) // scale
write_byte(200) // brightness
message_end()

// Decrease task cycle count
BURN_DURATION -= 1;

// Keep sending flame messages
set_task(0.2, "burning_flame", taskid, args, sizeof args)
}

// Napalm Grenade: Fire Blast (originally made by Avalanche in Frostnades)
create_blast2(const Float:originF[3])
{
// Smallest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+385.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(200) // red
write_byte(100) // green
write_byte(0) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()

// Medium ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+470.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(200) // red
write_byte(50) // green
write_byte(0) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()

// Largest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+555.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(200) // red
write_byte(0) // green
write_byte(0) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
}

// Register Ham Forwards for CZ bots
public register_ham_czbots(id)
{
// Make sure it's a CZ bot and it's still connected
if (g_hamczbots || !get_pcvar_num(cvar_botquota) || !is_user_connected(id))
return;

RegisterHamFromEntity(Ham_Touch, id, "fw_TouchPlayer")

// Ham forwards for CZ bots succesfully registered
g_hamczbots = true;
}

// Set entity's rendering type (from fakemeta_util)
stock fm_set_rendering(entity, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16)
{
static Float:color[3]
color[0] = float®
color[1] = float(g)
color[2] = float(b)

set_pev(entity, pev_renderfx, fx)
set_pev(entity, pev_rendercolor, color)
set_pev(entity, pev_rendermode, render)
set_pev(entity, pev_renderamt, float(amount))
}

// Give an item to a player (from fakemeta_util)
stock fm_give_item(id, const item[])
{
static ent
ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, item));
if (!pev_valid(ent)) return;

static Float:originF[3]
pev(id, pev_origin, originF);
set_pev(ent, pev_origin, originF);
set_pev(ent, pev_spawnflags, pev(ent, pev_spawnflags) | SF_NORESPAWN);
dllfunc(DLLFunc_Spawn, ent);

static save
save = pev(ent, pev_solid);
dllfunc(DLLFunc_Touch, ent, id);
if (pev(ent, pev_solid) != save)
return;

engfunc(EngFunc_RemoveEntity, ent);
}

// Find entity by its owner (from fakemeta_util)
stock fm_find_ent_by_owner(entity, const classname[], owner)
{
while ((entity = engfunc(EngFunc_FindEntityByString, entity, "classname", classname)) && pev(entity, pev_owner) != owner) {}

return entity;
}

// Finds napalm grenade weapon entity of a player
stock fm_get_napalm_entity(id, g_affect)
{
return fm_find_ent_by_owner(-1, AFFECTED_CLASSNAMES[g_affect-1], id);
}

// Get User Current Weapon Entity
stock fm_get_user_current_weapon_ent(id)
{
return get_pdata_cbase(id, OFFSET_ACTIVE_ITEM, OFFSET_LINUX);
}

// Get Weapon Entity's CSW_ ID
stock fm_get_weapon_ent_id(ent)
{
return get_pdata_int(ent, OFFSET_WEAPONID, OFFSET_LINUX_WEAPONS);
}

// Get Weapon Entity's Owner
stock fm_get_weapon_ent_owner(ent)
{
return get_pdata_cbase(ent, OFFSET_WEAPONOWNER, OFFSET_LINUX_WEAPONS);
}

// Get User Money
stock fm_get_user_money(id)
{
return get_pdata_int(id, OFFSET_CSMONEY, OFFSET_LINUX);
}

// Set User Money
stock fm_set_user_money(id, amount)
{
set_pdata_int(id, OFFSET_CSMONEY, amount, OFFSET_LINUX);
}

// Get User Team
stock fm_get_user_team(id)
{
return is_user_zombie(id) ? TEAM_ZOMBIE : TEAM_HUMAN;
//return get_pdata_int(id, OFFSET_CSTEAMS, OFFSET_LINUX);
}

// Returns whether user is in a buyzone
stock fm_get_user_buyzone(id)
{
if (get_pdata_int(id, OFFSET_MAPZONE) & PLAYER_IN_BUYZONE)
return 1;

return 0;
}



Отредактировал: alodia, - 28.4.2021, 20:08


бнр , у вас пропущенный.
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