| Administrator |
09-12-2015 07:04 |
Re: Give the player burning effect
I do not understand in Napalm Grenades, a lot of code, specifically where to catch fire?
PHP Code:
/*================================================================================ ------------------------ -*- Napalm Nades 1.3 -*- ------------------------ ~~~~~~~~~~~~~~~ - Description - ~~~~~~~~~~~~~~~ This plugin turns one of the default grenades into a napalm bomb that can set players on fire. Basically a CS port of the "fire grenades" I originally developed for Zombie Plague, at the request of some people and since there were no similiar plugins around. Have fun! ~~~~~~~~~~~~~~~~ - Requirements - ~~~~~~~~~~~~~~~~ * Mods: Counter-Strike 1.6 or Condition-Zero * AMXX: Version 1.8.0 or later ~~~~~~~~~~~~~~~~ - Installation - ~~~~~~~~~~~~~~~~ * Extract .amxx file to your plugins folder, and add its name to plugins.ini * Extract flame.spr to the "sprites" folder on your server * To change models or sounds, open up the .sma with any text editor and look for the customization section. When you're done, recompile. ~~~~~~~~~~~~ - 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. ~~~~~~~~~~~~~ - Changelog - ~~~~~~~~~~~~~ * v1.0: (Jul 26, 2008) - First release * v1.1: (Aug 15, 2008) - Grenades now explode based on their pev_dmgtime (means the plugin is now compatible with Nade Modes) - Changed method to identify napalm nades when override is off - Fire spread feature now fully working with CZ bots * v1.1b: (Aug 23, 2008) - Optimized bandwidth usage for temp entity messages * v1.1c: (Aug 26, 2008) - Fixed possible bugs with plugins that change a player's team after throwing a napalm nade * v1.2: (Oct 05, 2008) - Added a few cvars that allow more customization - Optimized the code a bit - Fixed a bug where buying 2 napalms too quick would sometimes result in the second acting as a normal nade
* v1.3: (Feb 17, 2009) - Added ability to carry multiple napalms at once (+CVAR) * v1.3a: (Mar 16, 2009) - Code optimized (+CVARs now cached at round start) ================================================================================*/
#include <amxmodx> #include <fakemeta> #include <hamsandwich> #include <xs>
/*================================================================================ [Plugin Customization] =================================================================================*/
// Uncomment the following if you wish to set custom models for napalms //#define USE_NAPALM_CUSTOM_MODELS
#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[][] = { "scientist/sci_fear8.wav", "scientist/sci_pain1.wav", "scientist/scream02.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
/*===============================================================================*/
// 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
// 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
// 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
// Precache all custom stuff public plugin_precache() { 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", "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") #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", "0") 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") }
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) // 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) } }
// 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) // 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(r) 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 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; }
How to me to write in chat / Fire and I caught fire without losing a life, wrote / offfire and I ceased to burn?
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