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[1.6][插件] 有人可以幫幫忙修改SMA
有人可以幫忙修改每回合死亡後/新的回合,變回小刀嗎 #include <amxmodx> #include <engine> #include <fakemeta> #include <fakemeta_util> #include <hamsandwich> #include <cstrike> #include <xs> #define PLUGIN "[CSO] Dual Katana" #define VERSION "1.0" #define AUTHOR "Dias" #define V_MODEL "models/v_katanad.mdl" #define P_MODEL "models/p_katanad.mdl" #define CSW_DUALKATANA CSW_KNIFE #define weapon_dualkatana "weapon_knife" #define WEAPON_ANIMEXT "dualpistols_1" #define WEAPON_ANIMEXT2 "knife" #define DRAW_TIME 1.0 #define SLASH_DAMAGE 40 #define SLASH_RADIUS 100 #define SLASH_RESET_TIME 1.0 #define SLASH1_TIME 0.25 #define SLASH2_TIME1 0.25 #define SLASH2_TIME2 0.5 #define SLASH_RESET_TIME 1.0 #define STAB_DAMAGE 160 #define STAB_RADIUS 90 #define STAB_POINT_DIS 48 #define STAB_TIME 0.5 #define STAB_RESET_TIME 1.0 #define TASK_SET_DAMAGE 1955+10 #define TASK_RESET_DAMAGE 1955+20 // OFFSET const PDATA_SAFE = 2 const OFFSET_LINUX_WEAPONS = 4 const OFFSET_WEAPONOWNER = 41 const m_flNextAttack = 83 const m_szAnimExtention = 492 new const DualKatana_Sound[9][] = { "weapons/katanad_draw.wav", "weapons/katanad_hit1.wav", "weapons/katanad_hit2.wav", "weapons/katanad_hitwall.wav", "weapons/katanad_slash1.wav", "weapons/katanad_slash2.wav", "weapons/katanad_slash3.wav", "weapons/katanad_stab.wav", "weapons/katanad_stab_miss.wav" } enum { ATTACK_SLASH1 = 1, ATTACK_SLASH2, ATTACK_SLASH3, ATTACK_STAB } enum { DK_ANIM_IDLE = 0, DK_ANIM_FSLASH1, DK_ANIM_FSLASH2, DK_ANIM_DRAW, DK_ANIM_STAB, DK_ANIM_STAB_MISS, DK_ANIM_SLASH1, DK_ANIM_SLASH2, DK_ANIM_SLASH3 } enum { HIT_NOTHING = 0, HIT_ENEMY, HIT_WALL } new g_Had_DualKatana[33], g_Slashing_Mode[33], g_Attack_Mode[33], g_Checking_Mode[33], g_Hit_Ing[33] new g_Old_Weapon[33], g_Ham_Bot public plugin_init() { register_plugin(PLUGIN, VERSION, AUTHOR) register_event("DeathMsg", "Event_Death", "a") register_event("CurWeapon", "Event_CurWeapon", "be", "1=1") register_forward(FM_EmitSound, "fw_EmitSound") register_forward(FM_CmdStart, "fw_CmdStart") register_forward(FM_TraceLine, "fw_TraceLine") register_forward(FM_TraceHull, "fw_TraceHull") RegisterHam(Ham_TraceAttack, "player", "fw_PlayerTraceAttack") RegisterHam(Ham_Item_Deploy, weapon_dualkatana, "fw_Item_Deploy_Post", 1) register_clcmd("admin_get_dualkatana", "get_dualkatana") } public plugin_precache() { engfunc(EngFunc_PrecacheModel, V_MODEL) engfunc(EngFunc_PrecacheModel, P_MODEL) for(new i = 0; i < sizeof(DualKatana_Sound); i++) engfunc(EngFunc_PrecacheSound, DualKatana_Sound ) }
public get_dualkatana(id) { if(!is_user_alive(id)) return g_Had_DualKatana[id] = 1 g_Slashing_Mode[id] = 0 g_Attack_Mode[id] = 0 g_Checking_Mode[id] = 0 g_Hit_Ing[id] = 0 g_Had_DualKatana[id] = 1 fm_give_item(id, weapon_dualkatana) if(get_user_weapon(id) == CSW_KNIFE) { set_pev(id, pev_viewmodel2, V_MODEL) set_pev(id, pev_weaponmodel2, P_MODEL) set_weapon_anim(id, DK_ANIM_DRAW) set_player_nextattack(id, DRAW_TIME) } else { engclient_cmd(id, weapon_dualkatana) } }
public remove_dualkatana(id) { g_Had_DualKatana[id] = 0 g_Slashing_Mode[id] = 0 g_Attack_Mode[id] = 0 g_Checking_Mode[id] = 0 g_Hit_Ing[id] = 0 }
public client_putinserver(id) { if(!g_Ham_Bot && is_user_bot(id)) { g_Ham_Bot = 1 set_task(0.1, "Do_RegisterHam_Bot", id) } }
public Do_RegisterHam_Bot(id) { RegisterHamFromEntity(Ham_TraceAttack, id, "fw_PlayerTraceAttack") }
public Event_Death() { static Victim; Victim = read_data(2) remove_dualkatana(Victim) }
public Event_CurWeapon(id) { if(!is_user_alive(id)) return if(!g_Had_DualKatana[id]) return if(get_user_weapon(id) == CSW_DUALKATANA && g_Old_Weapon[id] != CSW_DUALKATANA) { set_weapon_anim(id, DK_ANIM_DRAW) set_player_nextattack(id, DRAW_TIME) set_pdata_string(id, m_szAnimExtention * 4, WEAPON_ANIMEXT, -1 , 20) } g_Old_Weapon[id] = get_user_weapon(id) }
public fw_CmdStart(id, uc_handle, seed) { if (!is_user_alive(id)) return if(get_user_weapon(id) != CSW_DUALKATANA || !g_Had_DualKatana[id]) return static ent; ent = fm_get_user_weapon_entity(id, CSW_DUALKATANA) if(!pev_valid(ent)) return if(get_pdata_float(ent, 46, OFFSET_LINUX_WEAPONS) > 0.0 || get_pdata_float(ent, 47, OFFSET_LINUX_WEAPONS) > 0.0) return static CurButton CurButton = get_uc(uc_handle, UC_Buttons) if (CurButton & IN_ATTACK) { set_uc(uc_handle, UC_Buttons, CurButton & ~IN_ATTACK) if(g_Slashing_Mode[id] == 0) g_Slashing_Mode[id] = 1 g_Slashing_Mode[id]++ if(g_Slashing_Mode[id] > ATTACK_SLASH3) g_Slashing_Mode[id] = 1 if(g_Slashing_Mode[id] == 1) { g_Attack_Mode[id] = ATTACK_SLASH1 set_pdata_string(id, m_szAnimExtention * 4, WEAPON_ANIMEXT2, -1 , 20) g_Checking_Mode[id] = 1 ExecuteHamB(Ham_Weapon_PrimaryAttack, ent) g_Checking_Mode[id] = 0 set_pev(id, pev_framerate, 0.75) set_weapons_timeidle(id, CSW_DUALKATANA, SLASH_RESET_TIME) set_player_nextattack(id, SLASH_RESET_TIME) set_weapon_anim(id, DK_ANIM_SLASH1) set_task(SLASH1_TIME, "Do_Slashing", id+TASK_SET_DAMAGE) } else if(g_Slashing_Mode[id] == 2) { g_Attack_Mode[id] = ATTACK_SLASH2 set_pdata_string(id, m_szAnimExtention * 4, WEAPON_ANIMEXT2, -1 , 20) g_Checking_Mode[id] = 1 ExecuteHamB(Ham_Weapon_PrimaryAttack, ent) g_Checking_Mode[id] = 0 set_pev(id, pev_framerate, 1.0) set_weapons_timeidle(id, CSW_DUALKATANA, SLASH_RESET_TIME) set_player_nextattack(id, SLASH_RESET_TIME) set_weapon_anim(id, DK_ANIM_SLASH2) set_task(SLASH2_TIME1, "Do_Slashing", id+TASK_SET_DAMAGE) set_task(SLASH2_TIME2, "Do_Slashing", id+TASK_SET_DAMAGE) } else if(g_Slashing_Mode[id] == 3) { g_Attack_Mode[id] = ATTACK_SLASH3 set_pdata_string(id, m_szAnimExtention * 4, WEAPON_ANIMEXT2, -1 , 20) g_Checking_Mode[id] = 1 ExecuteHamB(Ham_Weapon_PrimaryAttack, ent) g_Checking_Mode[id] = 0 set_pev(id, pev_framerate, 1.0) set_weapons_timeidle(id, CSW_DUALKATANA, SLASH_RESET_TIME) set_player_nextattack(id, SLASH_RESET_TIME) set_weapon_anim(id, DK_ANIM_SLASH3) set_task(SLASH2_TIME1, "Do_Slashing", id+TASK_SET_DAMAGE) set_task(SLASH2_TIME2, "Do_Slashing", id+TASK_SET_DAMAGE) } } else if (CurButton & IN_ATTACK2) { set_uc(uc_handle, UC_Buttons, CurButton & ~IN_ATTACK2) set_pdata_string(id, m_szAnimExtention * 4, WEAPON_ANIMEXT2, -1 , 20) g_Attack_Mode[id] = ATTACK_STAB g_Checking_Mode[id] = 1 ExecuteHamB(Ham_Weapon_SecondaryAttack, ent) g_Checking_Mode[id] = 0
set_weapons_timeidle(id, CSW_DUALKATANA, STAB_TIME + 0.1) set_player_nextattack(id, STAB_TIME + 0.1) set_weapon_anim(id, DK_ANIM_STAB) remove_task(id+TASK_SET_DAMAGE) set_task(STAB_TIME, "Do_StabNow", id+TASK_SET_DAMAGE) } }
public Do_Slashing(id) { id -= TASK_SET_DAMAGE if (!is_user_alive(id)) return if(get_user_weapon(id) != CSW_DUALKATANA) return if(!g_Had_DualKatana[id]) return
static Body, Target get_user_aiming(id, Target, Body, SLASH_RADIUS) static Ent; Ent = fm_get_user_weapon_entity(id, get_user_weapon(id)) if(!pev_valid(Ent)) Ent = 0 if(is_user_alive(Target)) { emit_sound(id, CHAN_WEAPON, DualKatana_Sound[random_num(1, 2)], 1.0, ATTN_NORM, 0, PITCH_NORM) do_attack(id, Target, Ent, float(SLASH_DAMAGE)) } else { if(g_Hit_Ing[id] == HIT_WALL) emit_sound(id, CHAN_WEAPON, DualKatana_Sound[3], 1.0, ATTN_NORM, 0, PITCH_NORM) else if(g_Hit_Ing[id] == HIT_NOTHING) emit_sound(id, CHAN_WEAPON, DualKatana_Sound[random_num(4, 6)], 1.0, ATTN_NORM, 0, PITCH_NORM) } set_pdata_string(id, m_szAnimExtention * 4, WEAPON_ANIMEXT, -1 , 20) }
public Do_StabNow(id) { id -= TASK_SET_DAMAGE if (!is_user_alive(id)) return if(get_user_weapon(id) != CSW_DUALKATANA) return if(!g_Had_DualKatana[id]) return set_weapons_timeidle(id, CSW_DUALKATANA, STAB_RESET_TIME) set_player_nextattack(id, STAB_RESET_TIME)
if(Check_StabAttack(id)) { emit_sound(id, CHAN_WEAPON, DualKatana_Sound[7], 1.0, ATTN_NORM, 0, PITCH_NORM) } else { if(g_Hit_Ing[id] == HIT_WALL) emit_sound(id, CHAN_WEAPON, DualKatana_Sound[3], 1.0, ATTN_NORM, 0, PITCH_NORM) else if(g_Hit_Ing[id] == HIT_NOTHING) emit_sound(id, CHAN_WEAPON, DualKatana_Sound[8], 1.0, ATTN_NORM, 0, PITCH_NORM) } set_pdata_string(id, m_szAnimExtention * 4, WEAPON_ANIMEXT, -1 , 20)
g_Attack_Mode[id] = 0 g_Hit_Ing[id] = 0 }
public Check_StabAttack(id) { static Float:Max_Distance, Float:Point[4][3], Float:TB_Distance, Float:Point_Dis Point_Dis = float(STAB_POINT_DIS) Max_Distance = float(STAB_RADIUS) TB_Distance = Max_Distance / 4.0 static Float:VicOrigin[3], Float:MyOrigin[3] pev(id, pev_origin, MyOrigin) for(new i = 0; i < 4; i++) get_position(id, TB_Distance * (i + 1), 0.0, 0.0, Point) static Have_Victim; Have_Victim = 0 static ent ent = fm_get_user_weapon_entity(id, get_user_weapon(id)) if(!pev_valid(ent)) return 0 for(new i = 0; i < get_maxplayers(); i++) { if(!is_user_alive(i)) continue if(id == i) continue if(entity_range(id, i) > Max_Distance) continue pev(i, pev_origin, VicOrigin) if(is_wall_between_points(MyOrigin, VicOrigin, id)) continue if(get_distance_f(VicOrigin, Point[0]) <= Point_Dis || get_distance_f(VicOrigin, Point[1]) <= Point_Dis || get_distance_f(VicOrigin, Point[2]) <= Point_Dis || get_distance_f(VicOrigin, Point[3]) <= Point_Dis) { if(!Have_Victim) Have_Victim = 1 do_attack(id, i, ent, float(STAB_DAMAGE)) } } if(Have_Victim) return 1 else return 0 return 0 }
public fw_EmitSound(id, channel, const sample[], Float:volume, Float:attn, flags, pitch) { if(!is_user_connected(id)) return FMRES_IGNORED if(get_user_weapon(id) != CSW_DUALKATANA || !g_Had_DualKatana[id]) return FMRES_IGNORED if(sample[8] == 'k' && sample[9] == 'n' && sample[10] == 'i') { if(sample[14] == 's' && sample[15] == 'l' && sample[16] == 'a') { g_Hit_Ing[id] = HIT_NOTHING return FMRES_SUPERCEDE } if (sample[14] == 'h' && sample[15] == 'i' && sample[16] == 't') { if (sample[17] == 'w') // wall { g_Hit_Ing[id] = HIT_WALL return FMRES_SUPERCEDE } else { g_Hit_Ing[id] = HIT_ENEMY return FMRES_SUPERCEDE } } if (sample[14] == 's' && sample[15] == 't' && sample[16] == 'a') return FMRES_SUPERCEDE; } return FMRES_IGNORED }
public fw_TraceLine(Float:vector_start[3], Float:vector_end[3], ignored_monster, id, handle) { if (!is_user_alive(id)) return FMRES_IGNORED if (get_user_weapon(id) != CSW_DUALKATANA || !g_Had_DualKatana[id]) return FMRES_IGNORED static Float:vecStart[3], Float:vecEnd[3], Float:v_angle[3], Float:v_forward[3], Float:view_ofs[3], Float:fOrigin[3] pev(id, pev_origin, fOrigin) pev(id, pev_view_ofs, view_ofs) xs_vec_add(fOrigin, view_ofs, vecStart) pev(id, pev_v_angle, v_angle) engfunc(EngFunc_MakeVectors, v_angle) get_global_vector(GL_v_forward, v_forward)
if(g_Attack_Mode[id] == ATTACK_SLASH1 || g_Attack_Mode[id] == ATTACK_SLASH2 || g_Attack_Mode[id] == ATTACK_SLASH3) xs_vec_mul_scalar(v_forward, float(SLASH_RADIUS), v_forward) else if(g_Attack_Mode[id] == ATTACK_STAB) xs_vec_mul_scalar(v_forward, float(STAB_RADIUS), v_forward) else xs_vec_mul_scalar(v_forward, 0.0, v_forward) xs_vec_add(vecStart, v_forward, vecEnd) engfunc(EngFunc_TraceLine, vecStart, vecEnd, ignored_monster, id, handle) return FMRES_SUPERCEDE }
public fw_TraceHull(Float:vector_start[3], Float:vector_end[3], ignored_monster, hull, id, handle) { if (!is_user_alive(id)) return FMRES_IGNORED if (get_user_weapon(id) != CSW_DUALKATANA || !g_Had_DualKatana[id]) return FMRES_IGNORED static Float:vecStart[3], Float:vecEnd[3], Float:v_angle[3], Float:v_forward[3], Float:view_ofs[3], Float:fOrigin[3] pev(id, pev_origin, fOrigin) pev(id, pev_view_ofs, view_ofs) xs_vec_add(fOrigin, view_ofs, vecStart) pev(id, pev_v_angle, v_angle) engfunc(EngFunc_MakeVectors, v_angle) get_global_vector(GL_v_forward, v_forward) if(g_Attack_Mode[id] == ATTACK_SLASH1 || g_Attack_Mode[id] == ATTACK_SLASH2 || g_Attack_Mode[id] == ATTACK_SLASH3) xs_vec_mul_scalar(v_forward, float(SLASH_RADIUS), v_forward) else if(g_Attack_Mode[id] == ATTACK_STAB) xs_vec_mul_scalar(v_forward, float(STAB_RADIUS), v_forward) else xs_vec_mul_scalar(v_forward, 0.0, v_forward) xs_vec_add(vecStart, v_forward, vecEnd) engfunc(EngFunc_TraceHull, vecStart, vecEnd, ignored_monster, hull, id, handle) return FMRES_SUPERCEDE }
public fw_PlayerTraceAttack(Victim, Attacker, Float:Damage, Float:Direction[3], TraceResult, DamageBits) { if(!is_user_alive(Attacker)) return HAM_IGNORED if(!g_Had_DualKatana[Attacker] || !g_Checking_Mode[Attacker]) return HAM_IGNORED return HAM_SUPERCEDE }
public fw_Item_Deploy_Post(ent) { static id; id = fm_cs_get_weapon_ent_owner(ent) if (!pev_valid(id)) return
if(!g_Had_DualKatana[id]) return set_pev(id, pev_viewmodel2, V_MODEL) set_pev(id, pev_weaponmodel2, P_MODEL) }
do_attack(Attacker, Victim, Inflictor, Float:fDamage) { fake_player_trace_attack(Attacker, Victim, fDamage) fake_take_damage(Attacker, Victim, fDamage, Inflictor) }
fake_player_trace_attack(iAttacker, iVictim, &Float:fDamage) { // get fDirection new Float:fAngles[3], Float:fDirection[3] pev(iAttacker, pev_angles, fAngles) angle_vector(fAngles, ANGLEVECTOR_FORWARD, fDirection) // get fStart new Float:fStart[3], Float:fViewOfs[3] pev(iAttacker, pev_origin, fStart) pev(iAttacker, pev_view_ofs, fViewOfs) xs_vec_add(fViewOfs, fStart, fStart) // get aimOrigin new iAimOrigin[3], Float:fAimOrigin[3] get_user_origin(iAttacker, iAimOrigin, 3) IVecFVec(iAimOrigin, fAimOrigin) // TraceLine from fStart to AimOrigin new ptr = create_tr2() engfunc(EngFunc_TraceLine, fStart, fAimOrigin, DONT_IGNORE_MONSTERS, iAttacker, ptr) new pHit = get_tr2(ptr, TR_pHit) new iHitgroup = get_tr2(ptr, TR_iHitgroup) new Float:fEndPos[3] get_tr2(ptr, TR_vecEndPos, fEndPos)
// get target & body at aiming new iTarget, iBody get_user_aiming(iAttacker, iTarget, iBody) // if aiming find target is iVictim then update iHitgroup if (iTarget == iVictim) { iHitgroup = iBody } // if ptr find target not is iVictim else if (pHit != iVictim) { // get AimOrigin in iVictim new Float:fVicOrigin[3], Float:fVicViewOfs[3], Float:fAimInVictim[3] pev(iVictim, pev_origin, fVicOrigin) pev(iVictim, pev_view_ofs, fVicViewOfs) xs_vec_add(fVicViewOfs, fVicOrigin, fAimInVictim) fAimInVictim[2] = fStart[2] fAimInVictim[2] += get_distance_f(fStart, fAimInVictim) * floattan( fAngles[0] * 2.0, degrees ) // check aim in size of iVictim new iAngleToVictim = get_angle_to_target(iAttacker, fVicOrigin) iAngleToVictim = abs(iAngleToVictim) new Float:fDis = 2.0 * get_distance_f(fStart, fAimInVictim) * floatsin( float(iAngleToVictim) * 0.5, degrees ) new Float:fVicSize[3] pev(iVictim, pev_size , fVicSize) if ( fDis <= fVicSize[0] * 0.5 ) { // TraceLine from fStart to aimOrigin in iVictim new ptr2 = create_tr2() engfunc(EngFunc_TraceLine, fStart, fAimInVictim, DONT_IGNORE_MONSTERS, iAttacker, ptr2) new pHit2 = get_tr2(ptr2, TR_pHit) new iHitgroup2 = get_tr2(ptr2, TR_iHitgroup) // if ptr2 find target is iVictim if ( pHit2 == iVictim && (iHitgroup2 != HIT_HEAD || fDis <= fVicSize[0] * 0.25) ) { pHit = iVictim iHitgroup = iHitgroup2 get_tr2(ptr2, TR_vecEndPos, fEndPos) } free_tr2(ptr2) } // if pHit still not is iVictim then set default HitGroup if (pHit != iVictim) { // set default iHitgroup iHitgroup = HIT_GENERIC new ptr3 = create_tr2() engfunc(EngFunc_TraceLine, fStart, fVicOrigin, DONT_IGNORE_MONSTERS, iAttacker, ptr3) get_tr2(ptr3, TR_vecEndPos, fEndPos) // free ptr3 free_tr2(ptr3) } } // set new Hit & Hitgroup & EndPos set_tr2(ptr, TR_pHit, iVictim) set_tr2(ptr, TR_iHitgroup, iHitgroup) set_tr2(ptr, TR_vecEndPos, fEndPos) // hitgroup multi fDamage new Float:fMultifDamage switch(iHitgroup) { case HIT_HEAD: fMultifDamage = 4.0 case HIT_STOMACH: fMultifDamage = 1.25 case HIT_LEFTLEG: fMultifDamage = 0.75 case HIT_RIGHTLEG: fMultifDamage = 0.75 default: fMultifDamage = 1.0 } fDamage *= fMultifDamage // ExecuteHam fake_trake_attack(iAttacker, iVictim, fDamage, fDirection, ptr) // free ptr free_tr2(ptr) }
stock fake_trake_attack(iAttacker, iVictim, Float:fDamage, Float:fDirection[3], iTraceHandle, iDamageBit = (DMG_NEVERGIB | DMG_BULLET)) { ExecuteHamB(Ham_TraceAttack, iVictim, iAttacker, fDamage, fDirection, iTraceHandle, iDamageBit) }
stock fake_take_damage(iAttacker, iVictim, Float:fDamage, iInflictor = 0, iDamageBit = (DMG_NEVERGIB | DMG_BULLET)) { iInflictor = (!iInflictor) ? iAttacker : iInflictor ExecuteHamB(Ham_TakeDamage, iVictim, iInflictor, iAttacker, fDamage, iDamageBit) }
stock get_angle_to_target(id, const Float:fTarget[3], Float:TargetSize = 0.0) { new Float:fOrigin[3], iAimOrigin[3], Float:fAimOrigin[3], Float:fV1[3] pev(id, pev_origin, fOrigin) get_user_origin(id, iAimOrigin, 3) // end position from eyes IVecFVec(iAimOrigin, fAimOrigin) xs_vec_sub(fAimOrigin, fOrigin, fV1) new Float:fV2[3] xs_vec_sub(fTarget, fOrigin, fV2) new iResult = get_angle_between_vectors(fV1, fV2) if (TargetSize > 0.0) { new Float:fTan = TargetSize / get_distance_f(fOrigin, fTarget) new fAngleToTargetSize = floatround( floatatan(fTan, degrees) ) iResult -= (iResult > 0) ? fAngleToTargetSize : -fAngleToTargetSize } return iResult }
stock get_angle_between_vectors(const Float:fV1[3], const Float:fV2[3]) { new Float:fA1[3], Float:fA2[3] engfunc(EngFunc_VecToAngles, fV1, fA1) engfunc(EngFunc_VecToAngles, fV2, fA2) new iResult = floatround(fA1[1] - fA2[1]) iResult = iResult % 360 iResult = (iResult > 180) ? (iResult - 360) : iResult return iResult }
stock fm_cs_get_weapon_ent_owner(ent) { if (pev_valid(ent) != PDATA_SAFE) return -1 return get_pdata_cbase(ent, OFFSET_WEAPONOWNER, OFFSET_LINUX_WEAPONS) }
stock set_weapons_timeidle(id, WeaponId ,Float:TimeIdle) { if(!is_user_alive(id)) return static entwpn; entwpn = fm_get_user_weapon_entity(id, WeaponId) if(!pev_valid(entwpn)) return set_pdata_float(entwpn, 46, TimeIdle, OFFSET_LINUX_WEAPONS) set_pdata_float(entwpn, 47, TimeIdle, OFFSET_LINUX_WEAPONS) set_pdata_float(entwpn, 48, TimeIdle + 0.5, OFFSET_LINUX_WEAPONS) }
stock set_weapon_anim(id, anim) { if(!is_user_alive(id)) return set_pev(id, pev_weaponanim, anim) message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, _, id) write_byte(anim) write_byte(0) message_end() }
stock get_position(ent, Float:forw, Float:right, Float:up, Float:vStart[]) { static Float:vOrigin[3], Float:vAngle[3], Float:vForward[3], Float:vRight[3], Float:vUp[3] pev(ent, pev_origin, vOrigin) pev(ent, pev_view_ofs,vUp) //for player xs_vec_add(vOrigin,vUp,vOrigin) pev(ent, pev_v_angle, vAngle) // if normal entity ,use pev_angles angle_vector(vAngle,ANGLEVECTOR_FORWARD,vForward) //or use EngFunc_AngleVectors angle_vector(vAngle,ANGLEVECTOR_RIGHT,vRight) angle_vector(vAngle,ANGLEVECTOR_UP,vUp) vStart[0] = vOrigin[0] + vForward[0] * forw + vRight[0] * right + vUp[0] * up vStart[1] = vOrigin[1] + vForward[1] * forw + vRight[1] * right + vUp[1] * up vStart[2] = vOrigin[2] + vForward[2] * forw + vRight[2] * right + vUp[2] * up }
stock set_player_nextattack(id, Float:nexttime) { if(!is_user_alive(id)) return set_pdata_float(id, m_flNextAttack, nexttime, 5) }
stock is_wall_between_points(Float:start[3], Float:end[3], ignore_ent) { static ptr ptr = create_tr2()
engfunc(EngFunc_TraceLine, start, end, IGNORE_MONSTERS, ignore_ent, ptr) static Float:EndPos[3] get_tr2(ptr, TR_vecEndPos, EndPos)
free_tr2(ptr) return floatround(get_distance_f(end, EndPos)) } /* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE *{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1033\\ f0\\ fs16 \n\\ par } */
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