OciXCrom |
08-27-2018 17:53 |
Re: [INC] Message Stocks
Sure.
PHP Code:
#include <amxmodx> #include <amxmisc> #include <cromchat> #include <fakemeta> #include <fun> #include <msgstocks>
#if AMXX_VERSION_NUM < 183 #include <dhudmessage> #endif
#define rnd random(256) #pragma unused lightning
new pos1[3] = {358, 2048, -53}, ent1 new pos2[3] = {390, 2527, -82}, ent2 new beam, rec, menu, page, unused, explosion, smoke new lightning, ball, flame, glow, bubbles
public plugin_precache() { beam = precache_model("sprites/laserbeam.spr") explosion = precache_model("sprites/zerogxplode.spr") smoke = precache_model("sprites/steam1.spr") lightning = precache_model("sprites/lgtning.spr") ball = precache_model("models/xtcs/ball.mdl") flame = precache_model("sprites/flame.spr") glow = precache_model("sprites/glow01.spr") bubbles = precache_model("sprites/bubble.spr") }
public act(id) { menu_display(id, menu, clamp(page, .max = menu_pages(menu) - 1)) return PLUGIN_HANDLED }
public plugin_init() { register_plugin("TE_TESTING", "1.0", "OciXCrom") register_concmd("act", "act") register_concmd("set", "set") register_clcmd("set1", "set1") register_clcmd("set2", "set2") register_clcmd("switch", "switchit")
menu = menu_create("Temporary entity effects list", "menuhandler") menu_additem(menu, "te_create_beam_between_points") menu_additem(menu, "te_create_beam_from_entity") menu_additem(menu, "te_create_gunshot") menu_additem(menu, "te_create_explosion") menu_additem(menu, "te_create_tar_explosion") menu_additem(menu, "te_create_smoke") menu_additem(menu, "te_create_tracer") menu_additem(menu, "te_create_beam_between_entities") menu_additem(menu, "te_create_sparks") menu_additem(menu, "te_create_lava_splash") menu_additem(menu, "te_create_teleport_splash") menu_additem(menu, "te_create_colored_explosion") menu_additem(menu, "te_place_decal_from_bsp_file") menu_additem(menu, "te_create_implosion") menu_additem(menu, "te_create_model_trail") menu_additem(menu, "te_display_additive_sprite") menu_additem(menu, "te_create_beam_sprite") menu_additem(menu, "te_create_beam_ring") menu_additem(menu, "te_create_beam_disk") menu_additem(menu, "te_create_beam_cylinder") menu_additem(menu, "te_create_following_beam") menu_additem(menu, "te_display_glow_sprite") menu_additem(menu, "te_create_beam_ring_between_entities") menu_additem(menu, "te_create_tracer_shower") menu_additem(menu, "te_create_dynamic_light") menu_additem(menu, "te_create_entity_light") menu_additem(menu, "te_draw_line") menu_additem(menu, "te_create_box") menu_additem(menu, "te_remove_all_beams_from_entity") menu_additem(menu, "te_create_large_funnel") menu_additem(menu, "te_create_bloodstream") menu_additem(menu, "te_draw_blood_line") menu_additem(menu, "te_spray_blood") menu_additem(menu, "te_place_brush_decal") menu_additem(menu, "te_create_bouncing_model") menu_additem(menu, "te_create_explode_model") menu_additem(menu, "te_create_break_model") menu_additem(menu, "te_place_gunshot_decal") menu_additem(menu, "te_create_sprite_spray") menu_additem(menu, "te_create_armor_ricochet") menu_additem(menu, "te_place_player_spray") menu_additem(menu, "te_create_bubble_box") menu_additem(menu, "te_create_bubble_line") menu_additem(menu, "te_display_falling_sprite") menu_additem(menu, "te_place_world_decal") menu_additem(menu, "te_create_projectile") menu_additem(menu, "te_create_sprite_shower") menu_additem(menu, "te_emit_sprite_from_player") menu_additem(menu, "te_create_particle_burst") menu_additem(menu, "te_create_fire_field") menu_additem(menu, "te_attach_model_to_player") menu_additem(menu, "te_remove_all_player_attachments") menu_additem(menu, "te_create_multi_gunshot") menu_additem(menu, "te_create_user_tracer") menu_additem(menu, "draw_ammo_pickup_icon") menu_additem(menu, "draw_weapon_pickup_icon") menu_additem(menu, "draw_status_icon") menu_additem(menu, "draw_train_controls") menu_additem(menu, "send_geiger_signal") menu_additem(menu, "hide_hud_elements") menu_additem(menu, "fade_user_screen") menu_additem(menu, "shake_user_screen") menu_additem(menu, "set_user_fov") menu_additem(menu, "cs_draw_progress_bar") menu_additem(menu, "cs_play_reload_sound") menu_additem(menu, "cs_set_hud_icon") menu_additem(menu, "cs_set_user_shadow") }
public menuhandler(id, menu, item) { if(!is_user_connected(id)) return
new upos[3], vpos[3] get_user_origin(id, upos) get_user_origin(id, vpos, 3) player_menu_info(id, unused, unused, page)
switch(item) { case 0: te_create_beam_between_points(pos1, pos2, beam, .r = rnd, .g = rnd, .b = rnd) case 1: te_create_beam_from_entity(ent1, vpos, beam, .r = rnd, .g = rnd, .b = rnd) case 2: te_create_gunshot(vpos) case 3: te_create_explosion(vpos, explosion) case 4: te_create_tar_explosion(vpos) case 5: te_create_smoke(vpos, smoke) case 6: te_create_tracer(upos, vpos) case 7: te_create_beam_between_entities(ent1, ent2, beam, .r = rnd, .g = rnd, .b = rnd) case 8: te_create_sparks(vpos) case 9: te_create_lava_splash(vpos) case 10: te_create_teleport_splash(vpos) case 11: te_create_colored_explosion(vpos, 0, 0) case 12: te_place_decal_from_bsp_file(vpos, rec) case 13: te_create_implosion(vpos) case 14: te_create_model_trail(upos, vpos, ball) case 15: te_display_additive_sprite(vpos, flame) case 16: te_create_beam_sprite(upos, vpos, beam, flame) case 17: te_create_beam_ring(vpos, beam, .r = rnd, .g = rnd, .b = rnd) case 18: te_create_beam_disk(vpos, beam, .r = rnd, .g = rnd, .b = rnd) case 19: te_create_beam_cylinder(vpos, beam, .r = rnd, .g = rnd, .b = rnd) case 20: te_create_following_beam(id, beam, .r = rnd, .g = rnd, .b = rnd) case 21: te_display_glow_sprite(vpos, glow) case 22: te_create_beam_ring_between_entities(ent1, ent2, beam, .r = rnd, .g = rnd, .b = rnd) case 23: te_create_tracer_shower(vpos, _, rnd, 16) case 24: te_create_dynamic_light(vpos, .r = rnd, .g = rnd, .b = rnd) case 25: te_create_entity_light(ent1, .r = rnd, .g = rnd, .b = rnd) case 26: te_draw_line(upos, vpos, .r = rnd, .g = rnd, .b = rnd) case 27: te_create_box(upos, vpos, .r = rnd, .g = rnd, .b = rnd) case 28: te_remove_all_beams_from_entity(id) case 29: te_create_large_funnel(vpos, glow) case 30: te_create_bloodstream(vpos, .color = rnd) case 31: te_draw_blood_line(upos, vpos) case 32: te_spray_blood(vpos) case 33: te_place_brush_decal(vpos, ent1, rec) case 34: te_create_bouncing_model(vpos, ball, .bouncesound = BounceSound_ShotShell) case 35: te_create_explode_model(vpos, ball) case 36: te_create_break_model(vpos, ball, .flags = BreakModel_Flesh) case 37: te_place_gunshot_decal(vpos) case 38: te_create_sprite_spray(vpos, beam) case 39: te_create_armor_ricochet(vpos) case 40: te_place_player_spray(vpos, id) case 41: te_create_bubble_box(vpos, vpos, bubbles) case 42: te_create_bubble_line(pos1, pos2, bubbles) case 43: te_display_falling_sprite(vpos, ball, ball, rnd, rec) case 44: te_place_world_decal(vpos, rec) case 45: te_create_projectile(vpos, {50,50,50}, ball) case 46: te_create_sprite_shower(vpos, flame) case 47: te_emit_sprite_from_player(ent1, ball) case 48: te_create_particle_burst(vpos) case 49: te_create_fire_field(vpos, flame, .flags = TEFIRE_FLAG_ALPHA) case 50: te_attach_model_to_player(ent1, ball) case 51: te_remove_all_player_attachments(ent1) case 52: te_create_multi_gunshot(upos, vpos) case 53: te_create_user_tracer(upos, vpos, 20, 2, 5) case 54: draw_ammo_pickup_icon(id, rec, 69) case 55: draw_weapon_pickup_icon(id, rec) case 56: draw_status_icon(id, "d_ump45", StatusIcon_Show, rnd, rnd, rnd) case 57: draw_train_controls(id, TrainControls_Medium) case 58: send_geiger_signal(id, rec) case 59: hide_hud_elements(rec, HideElement_Money, true) case 60: fade_user_screen(id, .r = rnd, .g = rnd, .b = rnd) case 61: shake_user_screen(id) case 62: set_user_fov(id, rec) case 63: cs_draw_progress_bar(id, rec) case 64: cs_play_reload_sound(id) case 65: cs_set_hud_icon(id, 1, "d_ump45", rec, 4, 2) case 66: cs_set_user_shadow(id, rec) }
new iname[64], unused, szunused[2] menu_item_getinfo(menu, item, unused, szunused, unused, iname, charsmax(iname), unused)
set_dhudmessage(rnd, rnd, rnd, -1.0, 0.85, 0, 0.2, 1.0, 0.1, 0.1) show_dhudmessage(id, iname)
if(item != MENU_EXIT) act(id) }
public set(id) { new szPlayer[32] read_argv(1, szPlayer, charsmax(szPlayer)) rec = str_to_num(szPlayer) CromChat(id, "Receiver set to &x04%i", rec) return PLUGIN_HANDLED }
public set1(id) { get_user_aiming(id, ent1, unused)
if(pev_valid(ent1)) CromChat(id, "&x06Primary entity set to &x04%i", ent1) else { get_user_origin(id, pos1, 3) CromChat(id, "&x06Primary position set at &x04%i %i %i", pos1[0], pos1[1], pos1[2]) }
return PLUGIN_HANDLED }
public set2(id) { get_user_aiming(id, ent2, unused)
if(pev_valid(ent2)) CromChat(id, "&x07Secondary entity set to &x04%i", ent2) else { get_user_origin(id, pos2, 3) CromChat(id, "&x07Secondary position set at &x04%i %i %i", pos2[0], pos2[1], pos2[2]) }
return PLUGIN_HANDLED }
public switchit(id) { new oldbeam = beam new oldball = ball
beam = oldball ball = oldbeam
CromChat(id, "Switch successfull!") return PLUGIN_HANDLED }
Ignore the bad coding style. The command that opens the menu is "act". Use "set1" and "set2" to change the position/entity.
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