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-   -   Frostnade bug? Invicibility and Stealth (https://forums.alliedmods.net/showthread.php?t=244154)

proffs 07-14-2014 11:52

Frostnade bug? Invicibility and Stealth
 
Okay, So many of you guys probably know about this bug.

Once you stand on a Stealth or invincibility block at hns server and throw a frostnade under you.
You are invisible and have stealth the whole round.

And It has to do with the frost nade.

Is there a fix for it?

PHP Code:

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

new const VERSION[] = "2.14";

#define message_begin_fl(%1,%2,%3,%4) engfunc(EngFunc_MessageBegin, %1, %2, %3, %4)
#define write_coord_fl(%1) engfunc(EngFunc_WriteCoord, %1)

#define m_pPlayer            41
#define m_pActiveItem        373
#define m_flFlashedUntil    514
#define m_flFlashHoldTime    517
#define OFFSET_WEAPON_CSWID    43
#define Ham_Player_ResetMaxSpeed Ham_Item_PreFrame

#define MAX_WEAPONS        32
#define AMMO_FLASHBANG        11
#define AMMO_HEGRENADE        12
#define AMMO_SMOKEGRENADE    13
#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 STATUS_HIDE        0
#define STATUS_SHOW        1
#define STATUS_FLASH        2

#define GLOW_AMOUNT        1.0
#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

new const GRENADE_NAMES[][] = {
    
"weapon_hegrenade",
    
"weapon_flashbang",
    
"weapon_smokegrenade"
};

#define ICON_HASNADE        1
#define ICON_ISCHILLED        2

#define TASK_REMOVE_CHILL    100
#define TASK_REMOVE_FREEZE    200

new const MODEL_FROZEN[]    = "models/pi_shrub.mdl";
new const 
MODEL_GLASSGIBS[]    = "models/glassgibs.mdl";

new const 
SOUND_EXPLODE[]    = "x/x_shoot1.wav";
new const 
SOUND_FROZEN[]    = "debris/glass1.wav";
new const 
SOUND_UNFROZEN[]    = "debris/glass3.wav";
new const 
SOUND_CHILLED[]    = "player/pl_duct2.wav";
new const 
SOUND_PICKUP[]    = "items/gunpickup2.wav";

new const 
SPRITE_TRAIL[]    = "sprites/laserbeam.spr";
new const 
SPRITE_SMOKE[]    = "sprites/steam1.spr";
new const 
SPRITE_EXPLO[]    = "sprites/shockwave.spr";
new const 
SPRITE_SPRITE[]    = "sprites/frost_explode.spr";

new 
pcv_enabledpcv_overridepcv_nadetypespcv_teamspcv_pricepcv_limitpcv_buyzonepcv_colorpcv_icon,
        
pcv_by_radiuspcv_hitselfpcv_lospcv_maxdamagepcv_mindamagepcv_chill_maxchancepcv_chill_minchance,
        
pcv_chill_durationpcv_chill_variancepcv_chill_speedpcv_freeze_maxchancepcv_freeze_minchance,
        
pcv_freeze_durationpcv_freeze_variance;

new 
maxPlayersgmsgScreenFadegmsgStatusIcongmsgBlinkAcctgmsgAmmoPickupgmsgTextMsg,
        
gmsgWeapPickupglassGibstrailSprsmokeSprexploSprsprSprmp_friendlyfireczerobot_quotaczBotHamsfmFwdPPT,
        
fnFwdPlayerChilledfnFwdPlayerFrozenbool:roundRestarting;

new 
isChilled[33], isFrozen[33], frostKilled[33], novaDisplay[33], Float:glowColor[33][3], Float:oldGravity[33], oldRenderFx[33],
        
Float:oldRenderColor[33][3], oldRenderMode[33], Float:oldRenderAmt[33], hasFrostNade[33], nadesBought[33];

public 
plugin_init()
{
    
register_plugin("FrostNades",VERSION,"Avalanche");
    
register_cvar("fn_version",VERSION,FCVAR_SERVER);

    
pcv_enabled register_cvar("fn_enabled","1");
    
pcv_override register_cvar("fn_override","1");
    
pcv_nadetypes register_cvar("fn_nadetypes","4"); // NT_SMOKEGRENADE
    
pcv_teams register_cvar("fn_teams","3");
    
pcv_price register_cvar("fn_price","300");
    
pcv_icon register_cvar("fn_icon","1");
    
pcv_limit register_cvar("fn_limit","0");
    
pcv_buyzone register_cvar("fn_buyzone","1");
    
pcv_color register_cvar("fn_color","0 0 0");

    
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");
    
    
mp_friendlyfire get_cvar_pointer("mp_friendlyfire");
    
    new 
mod[6];
    
get_modname(mod,5);
    if(
equal(mod,"czero"))
    {
        
czero 1;
        
bot_quota get_cvar_pointer("bot_quota");
    }
    
    
maxPlayers get_maxplayers();
    
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_forward(FM_SetModel,"fw_setmodel",1);
    
register_message(get_user_msgid("DeathMsg"),"msg_deathmsg");
    
    
register_event("ResetHUD""event_resethud""b");
    
register_event("TextMsg""event_round_restart""a""2=#Game_Commencing""2=#Game_will_restart_in");
    
register_event("HLTV""event_new_round""a""1=0""2=0");

    
RegisterHam(Ham_Spawn,"player","ham_player_spawn",1);
    
RegisterHam(Ham_Killed,"player","ham_player_killed",1);
    
RegisterHam(Ham_Player_ResetMaxSpeed,"player","ham_player_resetmaxspeed",1);
    
RegisterHam(Ham_Think,"grenade","ham_grenade_think",0);
    
RegisterHam(Ham_Use"player_weaponstrip""ham_player_weaponstrip_use"1);
    
    for(new 
i=0i<sizeof GRENADE_NAMESi++)
    {
        
RegisterHam(Ham_Item_DeployGRENADE_NAMES[i], "ham_grenade_deploy"1);
        
RegisterHam(Ham_Item_HolsterGRENADE_NAMES[i], "ham_grenade_holster"1);
        
RegisterHam(Ham_Item_AddToPlayerGRENADE_NAMES[i], "ham_grenade_addtoplayer"1);
        
RegisterHam(Ham_Item_AddDuplicateGRENADE_NAMES[i], "ham_grenade_addduplicate"1);
    }
    
    
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");
    
    
fnFwdPlayerChilled CreateMultiForward("frostnades_player_chilled"ET_STOPFP_CELLFP_CELL);
    
fnFwdPlayerFrozen  CreateMultiForward("frostnades_player_frozen",  ET_STOPFP_CELLFP_CELL);
}

public 
plugin_end()
{
    
DestroyForward(fnFwdPlayerChilled);
    
DestroyForward(fnFwdPlayerFrozen);
}

public 
plugin_precache()
{
    
precache_model(MODEL_FROZEN);
    
glassGibs precache_model(MODEL_GLASSGIBS);

    
precache_sound(SOUND_EXPLODE); // grenade explodes
    
precache_sound(SOUND_FROZEN); // player is frozen
    
precache_sound(SOUND_UNFROZEN); // frozen wears off
    
precache_sound(SOUND_CHILLED); // player is chilled
    
precache_sound(SOUND_PICKUP); // player buys frostnade

    
trailSpr precache_model(SPRITE_TRAIL);
    
smokeSpr precache_model(SPRITE_SMOKE);
    
exploSpr precache_model(SPRITE_EXPLO);
    
sprSpr precache_model(SPRITE_SPRITE);
}

public 
client_putinserver(id)
{
    
isChilled[id] = 0;
    
isFrozen[id] = 0;
    
frostKilled[id] = 0;
    
novaDisplay[id] = 0;
    
hasFrostNade[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_Spawn,id,"ham_player_spawn",1);
        
RegisterHamFromEntity(Ham_Killed,id,"ham_player_killed",1);
        
RegisterHamFromEntity(Ham_Player_ResetMaxSpeed,id,"ham_player_resetmaxspeed",1);
        
czBotHams 1;
    }
}

// intercept server log messages to replace grenade kills with frostgrenade kills
public plugin_log()
{
    static 
arg[512];
    
    if(
get_pcvar_num(pcv_enabled) && read_logargc() >= 5)
    {
        
read_logargv(1arg7); // "killed"
        
        
if(equal(arg"killed"))
        {
            
read_logargv(2arg127); // info of player that was killed
            
            // get ID of player that was killed
            
new dummy[1], killedUserId;
            
parse_loguser(argdummy0killedUserId);
            new 
killedId find_player("k"killedUserId);
            
            if(
killedId && frostKilled[killedId])
            {    
                
// override with frostgrenade message
                
read_logdata(arg511);
                
replace(arg511"with ^"grenade^"""with ^"frostgrenade^"");                
                
log_message("%s"arg);

                return 
PLUGIN_HANDLED;
            }
        }
    }
    
    return 
PLUGIN_CONTINUE;
}

/****************************************
* 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;

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

        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_limit);
    if(
limit && nadesBought[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_SMOKEGRENADEammoid AMMO_SMOKEGRENADEwpnName[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;
    
nadesBought[id]++;
    
cs_set_user_money(id,money price);

    new 
ammo cs_get_user_bpammo(id,wpnid);

    
// give him one
    
if(!ammogive_item(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 cs_set_user_bpammo
        
engfunc(EngFunc_EmitSound,id,CHAN_ITEM,SOUND_PICKUP,VOL_NORM,ATTN_NORM,0,PITCH_NORM);
        
        
// for icon management
        
grenade_added(idwpnid);
    }
    
    return 
PLUGIN_HANDLED;
}

// entity is given a model (used to detect for thrown grenades)
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 
typecsw;
    if(
model[7] == 'w' && model[8] == '_')
    {
        switch(
model[9])
        {
            case 
'h': { type NT_HEGRENADEcsw CSW_HEGRENADE; }
            case 
'f': { type NT_FLASHBANGcsw CSW_FLASHBANG; }
            case 
's': { type NT_SMOKEGRENADEcsw 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)))
    {
        
// not using override
        
if(hasFrostNade[owner] == csw)
        {
            
hasFrostNade[owner] = 0;
            if(
get_pcvar_num(pcv_icon) == ICON_HASNADE)
            {
                
show_icon(ownerSTATUS_HIDE);
            }
        }

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

        
new rgb[3], Float:rgbF[3];
        
get_rgb_colors(team,rgb);
        
IVecFVec(rgbrgbF);
        
        
// glowshell
        
set_pev(ent,pev_rendermode,kRenderNormal);
        
set_pev(ent,pev_renderfx,kRenderFxGlowShell);
        
set_pev(ent,pev_rendercolor,rgbF);
        
set_pev(ent,pev_renderamt,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(isChilled[id])
    {
        // remember rendering changes
        new fx = pev(id,pev_renderfx), Float:color[3], mode = pev(id,pev_rendermode), Float:amount;
        pev(id,pev_rendercolor,color);
        pev(id,pev_renderamt,amount);

        if(fx != kRenderFxGlowShell)
        {
            oldRenderFx[id] = fx;
            set_pev(id,pev_renderfx,kRenderFxGlowShell);
        }
        if(color[0] != glowColor[id][0] || color[1] != glowColor[id][1] || color[2] != glowColor[id][2])
        {
            oldRenderColor[id] = color;
            set_pev(id,pev_rendercolor,glowColor[id]);
        }
        if(mode != kRenderNormal)
        {
            oldRenderMode[id] = mode;
            set_pev(id,pev_rendermode,kRenderNormal);
        }
        if(amount != GLOW_AMOUNT)
        {
            oldRenderAmt[id] = amount;
            set_pev(id,pev_renderamt,GLOW_AMOUNT);
        }
    }*/

    
if(isFrozen[id])
    {
        
set_pev(id,pev_velocity,Float:{0.0,0.0,0.0}); // stop motion
        
        
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;
}

// catch HUD reset to re-display icon if necessary
public event_resethud(id)
{
    if(!
is_user_alive(id) || !get_pcvar_num(pcv_enabled)) return;

    if(
get_pcvar_num(pcv_icon) == ICON_HASNADE)
    {
        new 
status player_has_frostnade(id);
        
show_icon(idstatus);
    }

    return;
}

// round is restarting (TAG: sv_restartround)
public event_round_restart()
{
    
// just remember for event_new_round
    
roundRestarting true;
}

// start of a new round
public event_new_round(id)
{
    if(
roundRestarting)
    {
        
roundRestarting false;
        
        
// clear frost grenades from all players (for override mode)
        
for(new i=1;i<=maxPlayers;i++)
        {
            
hasFrostNade[i] = 0;
        }
    }
    if(
is_user_alive(id))
    {
    
give_item(id"weapon_hegrenade")
    
cs_set_user_bpammoidCSW_HEGRENADE200 )
    }        
}

// rezzed
public ham_player_spawn(id)
{
    
nadesBought[id] = 0;
    
    if(
is_user_alive(id))
    {
        if(
isChilled[id]) task_remove_chill(TASK_REMOVE_CHILL+id);
        if(
isFrozen[id]) task_remove_freeze(TASK_REMOVE_FREEZE+id);
    }
    
    return 
HAM_IGNORED;
}

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

    if(
get_pcvar_num(pcv_enabled) && get_pcvar_num(pcv_icon) == ICON_HASNADE)
    {
        
show_icon(idSTATUS_HIDE);
    }

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

// movement speed is changed
public ham_player_resetmaxspeed(id)
{
    if(
get_pcvar_num(pcv_enabled))
    {
        
set_user_chillfreeze_speed(id);
    }

    return 
HAM_IGNORED;
}

// grenade is ticking away
public ham_grenade_think(ent)
{
    
// not a frostnade
    
if(!pev_valid(ent) || !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 player_weaponstrip is used
public ham_player_weaponstrip_use(entidcalleridactivatoruse_typeFloat:value)
{
    if(
idcaller >= && idcaller <= maxPlayers)
    {
        
// clear frostnade when using override
        
hasFrostNade[idcaller] = 0;

        if(
is_user_alive(idcaller) && get_pcvar_num(pcv_enabled) && get_pcvar_num(pcv_icon) == ICON_HASNADE)
        {
            new 
status player_has_frostnade(idcaller);
            
show_icon(idcallerstatus);
        }
    }

    return 
HAM_IGNORED;
}

// some kind of grenade is deployed
public ham_grenade_deploy(ent)
{    
    if(
pev_valid(ent))
    {
        
grenade_deployed(get_pdata_cbase(entm_pPlayer4),
            
get_pdata_int(entOFFSET_WEAPON_CSWID4));
    }
    
    return 
HAM_IGNORED;
}

// some kind of grenade is holstered
public ham_grenade_holster(ent)
{
    if(
pev_valid(ent))
    {
        
grenade_holstered(get_pdata_cbase(entm_pPlayer4),
            
get_pdata_int(entOFFSET_WEAPON_CSWID4));
    }
    
    return 
HAM_IGNORED;
}

// some kind of grenade is added to a player's inventory
public ham_grenade_addtoplayer(entid)
{
    if(
pev_valid(ent))
    {
        
grenade_added(idget_pdata_int(entOFFSET_WEAPON_CSWID4));
    }

    return 
HAM_IGNORED;
}

// some kind of grenade is added to a player's inventory, when he already has one
public ham_grenade_addduplicate(entorig)
{
    if(
pev_valid(orig))
    {
        
grenade_added(pev(origpev_owner), get_pdata_int(origOFFSET_WEAPON_CSWID4));
    }
    
    return 
HAM_IGNORED;
}

// handle when player id deploys a grenade with weapon id wid
grenade_deployed(idwid)
{
    
// if we should worry about managing my icon now
    
if(get_pcvar_num(pcv_enabled) && is_user_alive(id) && get_pcvar_num(pcv_icon) == ICON_HASNADE)
    {
        
// if I just switched to a frost grenade
        
if( wid == hasFrostNade[id]
            || (
get_pcvar_num(pcv_override) && (get_pcvar_num(pcv_teams) & _:cs_get_user_team(id)) && is_wid_in_nadetypes(wid)) )
        {
            
show_icon(idSTATUS_FLASH);
        }
    }
}

// handle when player id holsters a grenade with weapon id wid
grenade_holstered(idwid)
{    
    
// if we should worry about managing my icon now
    
if(get_pcvar_num(pcv_enabled) && is_user_alive(id) && get_pcvar_num(pcv_icon) == ICON_HASNADE)
    {
        
// if I just holstered a frost grenade        
        
if( wid == hasFrostNade[id]
            || (
get_pcvar_num(pcv_override) && (get_pcvar_num(pcv_teams) & _:cs_get_user_team(id)) && is_wid_in_nadetypes(wid)) )
        {
            
// only do STATUS_SHOW or STATUS_HIDE... during holster, current weapon
            // will still technically be the frost grenade, but we don't want to
            // mistakenly flash the icon                
            
new status = (player_has_frostnade(id) != STATUS_HIDE STATUS_SHOW STATUS_HIDE);
            
show_icon(idstatus);
        }
    }
}

// handle when player id gets a grenade with weapon id wid added to his inventory
grenade_added(idwid)
{
    
// if we should worry about managing my icon now
    
if(get_pcvar_num(pcv_enabled) && is_user_alive(id) && get_pcvar_num(pcv_icon) == ICON_HASNADE)
    {
        
// if I just got a frost grenade
        
if( wid == hasFrostNade[id]
            || (
get_pcvar_num(pcv_override) && (get_pcvar_num(pcv_teams) & _:cs_get_user_team(id)) && is_wid_in_nadetypes(wid)) )
        {
            new 
status player_has_frostnade(id);
            
show_icon(idstatus);
        }
    }
}

// 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_fl(MSG_PVS,SVC_TEMPENTITY,nadeOrigin,0);
    
write_byte(TE_SMOKE);
    
write_coord_fl(nadeOrigin[0]); // x
    
write_coord_fl(nadeOrigin[1]); // y
    
write_coord_fl(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_ITEM,SOUND_EXPLODE,VOL_NORM,ATTN_NORM,0,PITCH_HIGH);

    
// cache our cvars
    
new ff get_pcvar_num(mp_friendlyfire), 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_maxchanceFloat:freeze_minchance;

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

    new 
taFloat:targetOrigin[3], Float:distancetr create_tr2(), Float:fractionFloat:damagegotFrozen 0;
    for(new 
target=1;target<=maxPlayers;target++)
    {
        
// dead, invincible, or self attack that is not allowed
        
if(!is_user_alive(target) || pev(target,pev_takedamage) == DAMAGE_NO
        
|| (pev(target,pev_flags) & FL_GODMODE) ||(target == owner && !hitself))
            continue;
        
        
// this is a team attack with ff disabled, excluding self attack
        
ta = (_:cs_get_user_team(target) == nadeTeam);
        if(
ta && !ff && target != owner) 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(
tadamage /= 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))))
        {
            if(
freeze_player(target,owner,nadeTeam))
            {
                
gotFrozen 1;
                
emit_sound(target,CHAN_ITEM,SOUND_FROZEN,1.0,ATTN_NONE,0,PITCH_LOW);
            }
        }
        
        
// chilled
        
if(by_radius || random_num(1,100) <= floatround(radius_calc(distance,FROST_RADIUS,chill_maxchance,chill_minchance)))
        {
            if(
chill_player(target,owner,nadeTeam))
            {
                if(!
gotFrozenemit_sound(target,CHAN_ITEM,SOUND_CHILLED,VOL_NORM,ATTN_NORM,0,PITCH_HIGH);
            }
        }
    }

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

freeze_player(id,attacker,nadeTeam)
{
    new 
fwdRetVal PLUGIN_CONTINUE;
    
ExecuteForward(fnFwdPlayerFrozenfwdRetValidattacker);
    
    if(
fwdRetVal == PLUGIN_HANDLED || fwdRetVal == PLUGIN_HANDLED_MAIN)
    {
        return 
0;
    }

    if(!
isFrozen[id])
    {
        
pev(id,pev_gravity,oldGravity[id]);

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

    
isFrozen[id] = nadeTeam;
    
    
set_pev(id,pev_velocity,Float:{0.0,0.0,0.0});
    
set_user_chillfreeze_speed(id);
    
    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);
    
    if(
get_pcvar_num(pcv_icon) == ICON_ISCHILLED)
    {
        
show_icon(idSTATUS_FLASH);
    }
    
    return 
1;
}

public 
task_remove_freeze(taskid)
{
    new 
id taskid-TASK_REMOVE_FREEZE;
    
    if(
pev_valid(novaDisplay[id]))
    {
        new 
Float:origin[3];
        
pev(novaDisplay[id],pev_origin,origin);

        
// add some tracers
        
message_begin_fl(MSG_PVS,SVC_TEMPENTITY,origin,0);
        
write_byte(TE_IMPLOSION);
        
write_coord_fl(origin[0]); // x
        
write_coord_fl(origin[1]); // y
        
write_coord_fl(origin[2] + 8.0); // z
        
write_byte(64); // radius
        
write_byte(10); // count
        
write_byte(3); // duration
        
message_end();

        
// add some sparks
        
message_begin_fl(MSG_PVS,SVC_TEMPENTITY,origin,0);
        
write_byte(TE_SPARKS);
        
write_coord_fl(origin[0]); // x
        
write_coord_fl(origin[1]); // y
        
write_coord_fl(origin[2]); // z
        
message_end();

        
// add the shatter
        
message_begin_fl(MSG_PAS,SVC_TEMPENTITY,origin,0);
        
write_byte(TE_BREAKMODEL);
        
write_coord_fl(origin[0]); // x
        
write_coord_fl(origin[1]); // y
        
write_coord_fl(origin[2] + 24.0); // z
        
write_coord_fl(16.0); // size x
        
write_coord_fl(16.0); // size y
        
write_coord_fl(16.0); // size z
        
write_coord(random_num(-50,50)); // velocity x
        
write_coord(random_num(-50,50)); // velocity y
        
write_coord_fl(25.0); // 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_ITEM,SOUND_UNFROZEN,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
    
unregister_prethink();

    if(!
is_user_connected(id)) return;
    
    
// restore speed, but then check for chilled
    
ExecuteHam(Ham_Player_ResetMaxSpeedid);
    
set_user_chillfreeze_speed(id);

    
set_pev(id,pev_gravity,oldGravity[id]);
    
    new 
status STATUS_HIDE;
    
    
// sometimes trail fades during freeze, reapply
    
if(isChilled[id])
    {
        
status STATUS_SHOW;
        
        new 
rgb[3];
        
get_rgb_colors(isChilled[id],rgb);
        
set_beamfollow(id,30,8,rgb,100);
    }
    
    if(
get_pcvar_num(pcv_icon) == ICON_ISCHILLED)
    {
        
show_icon(idstatus);
    }
}

chill_player(id,attacker,nadeTeam)
{
    new 
fwdRetVal PLUGIN_CONTINUE;
    
ExecuteForward(fnFwdPlayerChilledfwdRetValidattacker);
    
    if(
fwdRetVal == PLUGIN_HANDLED || fwdRetVal == PLUGIN_HANDLED_MAIN)
    {
        return 
0;
    }

    
// we aren't already been chilled
    
if(!isChilled[id])
    {
        
oldRenderFx[id] = pev(id,pev_renderfx);
        
pev(id,pev_rendercolor,oldRenderColor[id]);
        
oldRenderMode[id] = pev(id,pev_rendermode);
        
pev(id,pev_renderamt,oldRenderAmt[id]);

        
isChilled[id] = nadeTeam// fix -- thanks Exolent

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

    
isChilled[id] = nadeTeam;
    
    
set_user_chillfreeze_speed(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 
rgb[3];
    
get_rgb_colors(nadeTeam,rgb);
    
    
IVecFVec(rgbglowColor[id]);
    
    
// glowshell
    
set_user_rendering(idkRenderFxGlowShellrgb[0], rgb[1], rgb[2], kRenderNormalfloatround(GLOW_AMOUNT));

    
set_beamfollow(id,30,8,rgb,100);

    
// I decided to let the frostnade tint override a flashbang,
    // because if you are frozen, then you have much bigger problems.

    // add a blue tint to their screen
    
message_begin(MSG_ONE,gmsgScreenFade,_,id);
    
write_short(floatround(4096.0 duration)); // duration
    
write_short(floatround(3072.0 duration)); // hold time (4096.0 * 0.75)
    
write_short(FFADE_IN); // flags
    
write_byte(rgb[0]); // red
    
write_byte(rgb[1]); // green
    
write_byte(rgb[2]); // blue
    
write_byte(100); // alpha
    
message_end();
    
    if(
get_pcvar_num(pcv_icon) == ICON_ISCHILLED && !isFrozen[id])
    {
        
show_icon(idSTATUS_SHOW);
    }
    
    return 
1;
}

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

    
isChilled[id] = 0;
    
    
// unregister forward if we are no longer using it
    //unregister_prethink();

    
if(!is_user_connected(id)) return;
    
    
// set speed to normal, then check for frozen
    
ExecuteHam(Ham_Player_ResetMaxSpeedid);
    
set_user_chillfreeze_speed(id);

    
// reset rendering
    
set_user_rendering(idoldRenderFx[id], floatround(oldRenderColor[id][0]), floatround(oldRenderColor[id][1]),
        
floatround(oldRenderColor[id][2]), oldRenderMode[id], floatround(oldRenderAmt[id]));

    
clear_beamfollow(id);

    
// calculate end of flashbang
    
new Float:flashedUntil get_pdata_float(id,m_flFlashedUntil),
            
Float:flashHoldTime get_pdata_float(id,m_flFlashHoldTime),
            
Float:endOfFlash flashedUntil + (flashHoldTime 0.67);
    
    
// not blinded
    
if(get_gametime() >= endOfFlash)
    {
        
// clear tint
        
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(
get_pcvar_num(pcv_icon) == ICON_ISCHILLED && !isFrozen[id])
    {
        
show_icon(idSTATUS_HIDE);
    }
}

// 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,MODEL_FROZEN);

    
// 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:novaOrigin[3];
    
pev(id,pev_origin,novaOrigin);
    
engfunc(EngFunc_SetOrigin,nova,novaOrigin);

    
// make it translucent
    
new rgb[3];
    
get_rgb_colors(isFrozen[id], rgb);
    
IVecFVec(rgbangles); // let's just use angles

    
set_pev(nova,pev_rendercolor,angles); // see above
    
set_pev(nova,pev_rendermode,kRenderTransAlpha);
    
set_pev(nova,pev_renderfx,kRenderFxGlowShell);
    
set_pev(nova,pev_renderamt,128.0);

    
novaDisplay[id] = nova;
}

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

// check if prethink is still being used, if not, unhook it
unregister_prethink()
{
    if(
fmFwdPPT)
    {
        new 
i;
        for(
i=1;i<=maxPlayers;i++) if(/*isChilled[i] ||*/ isFrozen[i]) break;
        if(
maxPlayers)
        {
            
unregister_forward(FM_PlayerPreThink,fmFwdPPT,0);
            
fmFwdPPT 0;
        }
    }
}

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

    
// smallest ring
    
message_begin_fl(MSG_PVS,SVC_TEMPENTITY,origin,0);
    
write_byte(TE_BEAMCYLINDER);
    
write_coord_fl(origin[0]); // x
    
write_coord_fl(origin[1]); // y
    
write_coord_fl(origin[2]); // z
    
write_coord_fl(origin[0]); // x axis
    
write_coord_fl(origin[1]); // y axis
    
write_coord_fl(origin[2] + 385.0); // 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_fl(MSG_PVS,SVC_TEMPENTITY,origin,0);
    
write_byte(TE_BEAMCYLINDER);
    
write_coord_fl(origin[0]); // x
    
write_coord_fl(origin[1]); // y
    
write_coord_fl(origin[2]); // z
    
write_coord_fl(origin[0]); // x axis
    
write_coord_fl(origin[1]); // y axis
    
write_coord_fl(origin[2] + 470.0); // 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_fl(MSG_PVS,SVC_TEMPENTITY,origin,0);
    
write_byte(TE_BEAMCYLINDER);
    
write_coord_fl(origin[0]); // x
    
write_coord_fl(origin[1]); // y
    
write_coord_fl(origin[2]); // z
    
write_coord_fl(origin[0]); // x axis
    
write_coord_fl(origin[1]); // y axis
    
write_coord_fl(origin[2] + 555.0); // 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_fl(MSG_PAS,SVC_TEMPENTITY,origin,0);
    
write_byte(TE_DLIGHT);
    
write_coord_fl(origin[0]); // x
    
write_coord_fl(origin[1]); // y
    
write_coord_fl(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();
    
    
engfunc(EngFunc_MessageBeginMSG_BROADCAST,SVC_TEMPENTITYorigin0)
    
write_byte(TE_EXPLOSION)
    
engfunc(EngFunc_WriteCoordorigin[0]) // x axis
    
engfunc(EngFunc_WriteCoordorigin[1]) // y axis
    
engfunc(EngFunc_WriteCoordorigin[2]+75// z axis
    
write_short(sprSpr)
    
write_byte(22)
    
write_byte(35)
    
write_byte(TE_EXPLFLAG_NOSOUND)
    
message_end()
}

// give an entity a beam trail
set_beamfollow(ent,life,width,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(rgb[0]); // red
    
write_byte(rgb[1]); // green
    
write_byte(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 the appropriate color and displays the frostnade icon to the player with the given status
show_icon(idstatus)
{
    static 
rgb[3];
    if(
statusget_rgb_colors(_:cs_get_user_team(id), rgb); // only get colors if we need to
    
    
message_begin(MSG_ONE,gmsgStatusIcon,_,id);
    
write_byte(status); // status (0=hide, 1=show, 2=flash)
    
write_string("dmg_cold"); // sprite name
    
write_byte(rgb[0]); // red
    
write_byte(rgb[1]); // green
    
write_byte(rgb[2]); // blue
    
message_end();
}

// checks if a weapon id is included in fn_nadetypes
is_wid_in_nadetypes(wid)
{
    new 
types get_pcvar_num(pcv_nadetypes);
    
    return ( (
wid == CSW_HEGRENADE && (types NT_HEGRENADE))
        || (
wid == CSW_FLASHBANG && (types NT_FLASHBANG))
        || (
wid == CSW_SMOKEGRENADE && (types NT_SMOKEGRENADE)) );
}

// checks if a player has a frostnade, taking into account fn_override and such.
// returns: STATUS_HIDE = no frostnade, STATUS_SHOW = has frostnade but not deployed, STATUS_FLASH = has frostnade and deployed
player_has_frostnade(id)
{
    new 
retVal STATUS_HIDEcurwpn get_user_weapon(id);
    
    
// no override, variable explicitly set
    
if(hasFrostNade[id])
    {
        
retVal = (curwpn == hasFrostNade[id] ? STATUS_FLASH STATUS_SHOW);
    }
    
    
// override enabled, and I'm on the right team
    
else if(get_pcvar_num(pcv_override) && (get_pcvar_num(pcv_teams) & _:cs_get_user_team(id)))
    {        
        new 
types get_pcvar_num(pcv_nadetypes);
                    
        if((
types NT_HEGRENADE) && cs_get_user_bpammo(idCSW_HEGRENADE) > 0)
        {
            
retVal = (curwpn == CSW_HEGRENADE STATUS_FLASH STATUS_SHOW);
        }
        
        if(
retVal != STATUS_FLASH && (types NT_FLASHBANG) && cs_get_user_bpammo(idCSW_FLASHBANG) > 0)
        {
            
retVal = (curwpn == CSW_FLASHBANG STATUS_FLASH STATUS_SHOW);
        }
        
        if(
retVal != STATUS_FLASH && (types NT_SMOKEGRENADE) && cs_get_user_bpammo(idNT_SMOKEGRENADE) > 0)
        {
            
retVal = (curwpn == NT_SMOKEGRENADE STATUS_FLASH STATUS_SHOW);
        }
    }
    
    return 
retVal;
}

// gets RGB colors from the cvar
get_rgb_colors(team,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;
            
rgb[1] = 0;
            
rgb[2] = 0;
        }
        else
        {
            
rgb[0] = 0;
            
rgb[1] = 0;
            
rgb[2] = 150;
        }
    }
    else
    {
        
parse(color,parts[0],3,parts[1],3,parts[2],3);
        
rgb[0] = str_to_num(parts[0]);
        
rgb[1] = str_to_num(parts[1]);
        
rgb[2] = str_to_num(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));
}

// sets a user's chilled/frozen speed if applicable
// (NOTE: does NOT reset his maxspeed if he is not chilled/frozen)
set_user_chillfreeze_speed(id)
{
    if(
isFrozen[id])
    {
        
set_user_maxspeed(id1.0);
    }
    else if(
isChilled[id])
    {
        
set_user_maxspeed(idget_default_maxspeed(id)*(get_pcvar_float(pcv_chill_speed)/100.0));
    }
}

// gets the maxspeed a user should have, given his current weapon
stock Float:get_default_maxspeed(id)
{    
    new 
wEnt get_pdata_cbase(idm_pActiveItem), Float:result 250.0;

    if(
pev_valid(wEnt))
    {
        
ExecuteHam(Ham_CS_Item_GetMaxSpeedwEntresult);
    }
    
    return 
result;




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