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-   -   Solved Undefined symbol "write_coord_f" (https://forums.alliedmods.net/showthread.php?t=307248)

grkmkprl 05-02-2018 08:41

Undefined symbol "write_coord_f"
 
Hello again,I am facing a new problem and I want you to help me.
The problem is
Code:

//// M4A1_DarkKnight.sma
// D:\cs16\cstrike\addons\amxmodx\scripting\M4A1_DarkKnight.sma(577) : error 017: undefined symbol "write_coord_f"
// D:\cs16\cstrike\addons\amxmodx\scripting\M4A1_DarkKnight.sma(578) : error 017: undefined symbol "write_coord_f"
// D:\cs16\cstrike\addons\amxmodx\scripting\M4A1_DarkKnight.sma(579) : error 017: undefined symbol "write_coord_f"
// D:\cs16\cstrike\addons\amxmodx\scripting\M4A1_DarkKnight.sma(580) : error 017: undefined symbol "write_coord_f"
// D:\cs16\cstrike\addons\amxmodx\scripting\M4A1_DarkKnight.sma(581) : error 017: undefined symbol "write_coord_f"
// D:\cs16\cstrike\addons\amxmodx\scripting\M4A1_DarkKnight.sma(582) : error 017: undefined symbol "write_coord_f"

FULL SMA
Code:

#include <amxmodx>
#include <engine>
#include <fakemeta>
#include <fakemeta_util>
#include <hamsandwich>
#include <cstrike>
#include <xs>
#include <fun>

#define PLUGIN "[CSO] M4A1 Dark Knight"
#define VERSION "1.0"
#define AUTHOR "Dias Pendragon"

// Data Config
#define MODEL_V "models/v_buffm4.mdl"
#define MODEL_P "models/p_buffm4.mdl"
#define MODEL_W "models/w_buffm4.mdl"
#define MODEL_W_OLD "models/w_m4a1.mdl"

#define CSW_BASE CSW_M4A1
#define weapon_base "weapon_m4a1"

#define SUBMODEL -1 // can -1
#define WEAPON_CODE 2692015
#define WEAPON_EVENT "events/m4a1.sc"

#define ANIME_SHOOT 3
#define ANIME_RELOAD 1 // can -1
#define ANIME_DRAW 2 // can -1
#define ANIME_IDLE 0 // can -1

new const WeaponSounds[6][] =
{
        "weapons/m4a1buff-1.wav",
        "weapons/m4a1buff-2.wav",
        "weapons/m4a1buff_idle.wav",
        "weapons/m4a1buff_clipin1.wav",
        "weapons/m4a1buff_clipin2.wav",
        "weapons/m4a1buff_clipout.wav"
}

// Weapon Config
#define DAMAGE_A 30 // 60 for Zombie
#define DAMAGE_B 43 // 200 for Zombie
#define ACCURACY 70 // 0 - 100 ; -1 Default
#define CLIP 50
#define BPAMMO 250
#define SPEED_A 0.0875
#define SPEED_B 0.25
#define RECOIL 0.75
#define RELOAD_TIME 2.0

// Muzzleflash
#define MUZZLEFLASH1 "sprites/muzzleflash43.spr"
#define MUZZLEFLASH2 "sprites/muzzleflash44.spr"

// MACROS
#define Get_BitVar(%1,%2) (%1 & (1 << (%2 & 31)))
#define Set_BitVar(%1,%2) %1 |= (1 << (%2 & 31))
#define UnSet_BitVar(%1,%2) %1 &= ~(1 << (%2 & 31))

//new g_Base
new g_Had_Base, g_Clip[33], g_OldWeapon[33], Float:g_Recoil[33][3]
new g_Event_Base, g_SmokePuff_SprId, g_MsgCurWeapon, m_spriteTexture
new g_Muzzleflash_Ent, g_Muzzleflash
new g_Muzzleflash_Ent2, g_Muzzleflash2

// Safety
new g_HamBot
new g_IsConnected, g_IsAlive, g_PlayerWeapon[33]

public plugin_init()
{
        register_plugin(PLUGIN, VERSION, AUTHOR)
       
        // Safety
        Register_SafetyFunc()
       
        // Event
        register_event("CurWeapon", "Event_CurWeapon", "be", "1=1")
       
        // Forward
        register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1)
        register_forward(FM_PlaybackEvent, "fw_PlaybackEvent")
        register_forward(FM_SetModel, "fw_SetModel")       
        register_forward(FM_CmdStart, "fw_CmdStart")
        register_forward(FM_AddToFullPack, "fw_AddToFullPack_Post", 1)
        register_forward(FM_CheckVisibility, "fw_CheckVisibility")
       
        // Ham
        RegisterHam(Ham_Item_Deploy, weapon_base, "fw_Item_Deploy_Post", 1)       
        RegisterHam(Ham_Item_AddToPlayer, weapon_base, "fw_Item_AddToPlayer_Post", 1)
        RegisterHam(Ham_Weapon_WeaponIdle, weapon_base, "fw_Weapon_WeaponIdle_Post", 1)
        RegisterHam(Ham_Item_PostFrame, weapon_base, "fw_Item_PostFrame")       
        RegisterHam(Ham_Weapon_Reload, weapon_base, "fw_Weapon_Reload")
        RegisterHam(Ham_Weapon_Reload, weapon_base, "fw_Weapon_Reload_Post", 1)       
        RegisterHam(Ham_Weapon_PrimaryAttack, weapon_base, "fw_Weapon_PrimaryAttack")
        RegisterHam(Ham_Weapon_PrimaryAttack, weapon_base, "fw_Weapon_PrimaryAttack_Post", 1)
       
        RegisterHam(Ham_TraceAttack, "worldspawn", "fw_TraceAttack_World")
        RegisterHam(Ham_TraceAttack, "player", "fw_TraceAttack_Player")       
       
        // Cache
        g_MsgCurWeapon = get_user_msgid("CurWeapon")
       
        // Get
        register_clcmd("say /m4", "Get_Base")
}

public plugin_precache()
{
        precache_model(MODEL_V)
        precache_model(MODEL_P)
        precache_model(MODEL_W)
       
        for(new i = 0; i < sizeof(WeaponSounds); i++)
                precache_sound(WeaponSounds[i])
       
        m_spriteTexture = precache_model( "sprites/lgtning.spr" )
        g_SmokePuff_SprId = engfunc(EngFunc_PrecacheModel, "sprites/wall_puff1.spr")
        register_forward(FM_PrecacheEvent, "fw_PrecacheEvent_Post", 1)
       
        // Muzzleflash
        g_Muzzleflash_Ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
        g_Muzzleflash_Ent2 = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
       
        precache_model(MUZZLEFLASH1)
        precache_model(MUZZLEFLASH2)
       
        engfunc(EngFunc_SetModel, g_Muzzleflash_Ent, MUZZLEFLASH1)
        engfunc(EngFunc_SetModel, g_Muzzleflash_Ent2, MUZZLEFLASH2)
       
        set_pev(g_Muzzleflash_Ent, pev_scale, 0.075)
        set_pev(g_Muzzleflash_Ent2, pev_scale, 0.1)
       
        set_pev(g_Muzzleflash_Ent, pev_rendermode, kRenderTransTexture)
        set_pev(g_Muzzleflash_Ent, pev_renderamt, 0.0)
        set_pev(g_Muzzleflash_Ent2, pev_rendermode, kRenderTransTexture)
        set_pev(g_Muzzleflash_Ent2, pev_renderamt, 0.0)
}

public fw_PrecacheEvent_Post(type, const name[])
{
        if(equal(WEAPON_EVENT, name)) g_Event_Base = get_orig_retval()               
}

public client_putinserver(id)
{
        Safety_Connected(id)
       
        if(!g_HamBot && is_user_bot(id))
        {
                g_HamBot = 1
                set_task(0.1, "Register_HamBot", id)
        }
}
 
public Register_HamBot(id)
{
        Register_SafetyFuncBot(id)
        RegisterHamFromEntity(Ham_TraceAttack, id, "fw_TraceAttack_Player")       
}
 
public client_disconnect(id)
{
        Safety_Disconnected(id)
}
/*
public Mileage_WeaponGet(id, ItemID)
{
        if(ItemID == g_Base) Get_Base(id)
}

public Mileage_WeaponRefillAmmo(id, ItemID)
{
        if(ItemID == g_Base) cs_set_user_bpammo(id, CSW_BASE, BPAMMO)
}

public Mileage_WeaponRemove(id, ItemID)
{
        if(ItemID == g_Base) Remove_Base(id)
}*/

public Get_Base(id)
{
        Set_BitVar(g_Had_Base, id)
        give_item(id, weapon_base)
       
        // Clip & Ammo
        static Ent; Ent = fm_get_user_weapon_entity(id, CSW_BASE)
        if(!pev_valid(Ent)) return
       
        cs_set_weapon_ammo(Ent, CLIP)
        cs_set_user_bpammo(id, CSW_BASE, BPAMMO)
       
        message_begin(MSG_ONE_UNRELIABLE, g_MsgCurWeapon, _, id)
        write_byte(1)
        write_byte(CSW_BASE)
        write_byte(CLIP)
        message_end()
       
        cs_set_weapon_silen(Ent, 0, 0)
}

public Remove_Base(id)
{
        UnSet_BitVar(g_Had_Base, id)
}

public Event_CurWeapon(id)
{
        static CSWID; CSWID = read_data(2)
        static SubModel; SubModel = SUBMODEL
       
        if((CSWID == CSW_BASE && g_OldWeapon[id] != CSW_BASE) && Get_BitVar(g_Had_Base, id))
        {
                if(SubModel != -1) Draw_NewWeapon(id, CSWID)
        } else if((CSWID == CSW_BASE && g_OldWeapon[id] == CSW_BASE) && Get_BitVar(g_Had_Base, id)) {
                static Ent; Ent = fm_get_user_weapon_entity(id, CSW_BASE)
                if(!pev_valid(Ent))
                {
                        g_OldWeapon[id] = get_user_weapon(id)
                        return
                }
               
                static Float:Speed
                if(cs_get_user_zoom(id) != CS_SET_AUGSG552_ZOOM) Speed = SPEED_A
                else Speed = SPEED_B
               
                set_pdata_float(Ent, 46, Speed, 4)
                set_pdata_float(Ent, 47, Speed, 4)
        } else if(CSWID != CSW_BASE && g_OldWeapon[id] == CSW_BASE) {
                if(SubModel != -1) Draw_NewWeapon(id, CSWID)
        }
       
        g_OldWeapon[id] = get_user_weapon(id)
}

public Draw_NewWeapon(id, CSW_ID)
{
        if(CSW_ID == CSW_BASE)
        {
                static ent
                ent = fm_get_user_weapon_entity(id, CSW_BASE)
               
                if(pev_valid(ent) && Get_BitVar(g_Had_Base, id))
                {
                        set_pev(ent, pev_effects, pev(ent, pev_effects) &~ EF_NODRAW)
                        engfunc(EngFunc_SetModel, ent, MODEL_P)       
                        set_pev(ent, pev_body, SUBMODEL)
                }
        } else {
                static ent
                ent = fm_get_user_weapon_entity(id, CSW_BASE)
               
                if(pev_valid(ent)) set_pev(ent, pev_effects, pev(ent, pev_effects) | EF_NODRAW)                       
        }
}

public fw_UpdateClientData_Post(id, sendweapons, cd_handle)
{
        if(!is_alive(id))
                return FMRES_IGNORED       
        if(get_user_weapon(id) == CSW_BASE && Get_BitVar(g_Had_Base, id))
                set_cd(cd_handle, CD_flNextAttack, get_gametime() + 0.001)
       
        return FMRES_HANDLED
}

public fw_PlaybackEvent(flags, invoker, eventid, Float:delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iParam1, iParam2, bParam1, bParam2)
{
        if (!is_connected(invoker))
                return FMRES_IGNORED       
        if(get_player_weapon(invoker) != CSW_BASE || !Get_BitVar(g_Had_Base, invoker))
                return FMRES_IGNORED
        if(eventid != g_Event_Base)
                return FMRES_IGNORED
       
        engfunc(EngFunc_PlaybackEvent, flags | FEV_HOSTONLY, invoker, eventid, delay, origin, angles, fparam1, fparam2, iParam1, iParam2, bParam1, bParam2)

        Set_WeaponAnim(invoker, ANIME_SHOOT)
        if(cs_get_user_zoom(invoker) != CS_SET_AUGSG552_ZOOM) emit_sound(invoker, CHAN_WEAPON, WeaponSounds[0], 1.0, 0.4, 0, 94 + random_num(0, 15))
        else emit_sound(invoker, CHAN_WEAPON, WeaponSounds[1], 1.0, 0.4, 0, 94 + random_num(0, 15))
       
        return FMRES_SUPERCEDE
}

public fw_SetModel(entity, model[])
{
        if(!pev_valid(entity))
                return FMRES_IGNORED
       
        static Classname[32]
        pev(entity, pev_classname, Classname, sizeof(Classname))
       
        if(!equal(Classname, "weaponbox"))
                return FMRES_IGNORED
       
        static iOwner
        iOwner = pev(entity, pev_owner)
       
        if(equal(model, MODEL_W_OLD))
        {
                static weapon; weapon = find_ent_by_owner(-1, weapon_base, entity)
               
                if(!pev_valid(weapon))
                        return FMRES_IGNORED;
               
                if(Get_BitVar(g_Had_Base, iOwner))
                {
                        set_pev(weapon, pev_impulse, WEAPON_CODE)
                        engfunc(EngFunc_SetModel, entity, MODEL_W)
                        set_pev(entity, pev_body, SUBMODEL)
               
                        Remove_Base(iOwner)
                       
                        return FMRES_SUPERCEDE
                }
        }

        return FMRES_IGNORED;
}

public fw_CmdStart(id, uc_handle, seed)
{
        if (!is_alive(id))
                return FMRES_IGNORED       
        if(get_player_weapon(id) != CSW_BASE || !Get_BitVar(g_Had_Base, id))
                return FMRES_IGNORED
               
        static Button; Button = get_uc(uc_handle, UC_Buttons)       
       
        if(Button & IN_ATTACK2)
        {
                static Float:Time; Time = get_pdata_float(id, 83, 5)
                if(Time > 0.0) return FMRES_IGNORED
               
                if(cs_get_user_zoom(id) != CS_SET_AUGSG552_ZOOM) cs_set_user_zoom(id, CS_SET_AUGSG552_ZOOM, 1)
                else cs_set_user_zoom(id, CS_RESET_ZOOM, 0)
               
                Time = 0.25
                set_pdata_float(id, 83, Time, 5)
        }
       
        return FMRES_IGNORED
}

public fw_AddToFullPack_Post(esState, iE, iEnt, iHost, iHostFlags, iPlayer, pSet)
{
        if(iEnt == g_Muzzleflash_Ent)
        {
                if(Get_BitVar(g_Muzzleflash, iHost))
                {
                        set_es(esState, ES_Frame, float(random_num(0, 2)))
                               
                        set_es(esState, ES_RenderMode, kRenderTransAdd)
                        set_es(esState, ES_RenderAmt, 255.0)
                       
                        UnSet_BitVar(g_Muzzleflash, iHost)
                        //remove_task(iHost+WEAPON_CODE)
                        set_task(0.001, "Set_NextMuzzleflash", iHost+WEAPON_CODE)
                }
                       
                set_es(esState, ES_Skin, iHost)
                set_es(esState, ES_Body, 1)
                set_es(esState, ES_AimEnt, iHost)
                set_es(esState, ES_MoveType, MOVETYPE_FOLLOW)
        } else if(iEnt == g_Muzzleflash_Ent2) {
                if(Get_BitVar(g_Muzzleflash2, iHost))
                {
                        set_es(esState, ES_Frame, float(random_num(0, 2)))
                               
                        set_es(esState, ES_RenderMode, kRenderTransAdd)
                        set_es(esState, ES_RenderAmt, 255.0)
                       
                        UnSet_BitVar(g_Muzzleflash2, iHost)
                }
                       
                set_es(esState, ES_Skin, iHost)
                set_es(esState, ES_Body, 1)
                set_es(esState, ES_AimEnt, iHost)
                set_es(esState, ES_MoveType, MOVETYPE_FOLLOW)
        }
}

public Set_NextMuzzleflash(id) Set_BitVar(g_Muzzleflash2, id-WEAPON_CODE)

public fw_CheckVisibility(iEntity, pSet)
{
        if(iEntity == g_Muzzleflash_Ent || iEntity == g_Muzzleflash_Ent2)
        {
                forward_return(FMV_CELL, 1)
                return FMRES_SUPERCEDE
        }
       
        return FMRES_IGNORED
}

public fw_Item_Deploy_Post(Ent)
{
        if(pev_valid(Ent) != 2)
                return
        static Id; Id = get_pdata_cbase(Ent, 41, 4)
        if(get_pdata_cbase(Id, 373) != Ent)
                return
        if(!Get_BitVar(g_Had_Base, Id))
                return
               
        static SubModel; SubModel = SUBMODEL
       
        set_pev(Id, pev_viewmodel2, MODEL_V)
        set_pev(Id, pev_weaponmodel2, SubModel != -1 ? "" : MODEL_P)
       
        static Draw; Draw = ANIME_DRAW
        if(Draw != -1) Set_WeaponAnim(Id, ANIME_DRAW)
}

public fw_Item_AddToPlayer_Post(Ent, id)
{
        if(!pev_valid(Ent))
                return HAM_IGNORED
               
        if(pev(Ent, pev_impulse) == WEAPON_CODE)
        {
                Set_BitVar(g_Had_Base, id)
                set_pev(Ent, pev_impulse, 0)
        }
       
        return HAM_HANDLED       
}

public fw_Item_PostFrame(ent)
{
        static id; id = pev(ent, pev_owner)
        if(!is_user_alive(id))
                return HAM_IGNORED
        if(!Get_BitVar(g_Had_Base, id))
                return HAM_IGNORED       
       
        static Float:flNextAttack; flNextAttack = get_pdata_float(id, 83, 5)
        static bpammo; bpammo = cs_get_user_bpammo(id, CSW_BASE)
       
        static iClip; iClip = get_pdata_int(ent, 51, 4)
        static fInReload; fInReload = get_pdata_int(ent, 54, 4)
       
        if(fInReload && flNextAttack <= 0.0)
        {
                static temp1
                temp1 = min(CLIP - iClip, bpammo)

                set_pdata_int(ent, 51, iClip + temp1, 4)
                cs_set_user_bpammo(id, CSW_BASE, bpammo - temp1)               
               
                set_pdata_int(ent, 54, 0, 4)
               
                fInReload = 0
        }               
       
        return HAM_IGNORED
}

public fw_Weapon_Reload(ent)
{
        static id; id = pev(ent, pev_owner)
        if(!is_user_alive(id))
                return HAM_IGNORED
        if(!Get_BitVar(g_Had_Base, id))
                return HAM_IGNORED       

        g_Clip[id] = -1
               
        static BPAmmo; BPAmmo = cs_get_user_bpammo(id, CSW_BASE)
        static iClip; iClip = get_pdata_int(ent, 51, 4)
               
        if(BPAmmo <= 0)
                return HAM_SUPERCEDE
        if(iClip >= CLIP)
                return HAM_SUPERCEDE               
                       
        g_Clip[id] = iClip       
       
        return HAM_HANDLED
}

public fw_Weapon_Reload_Post(ent)
{
        static id; id = pev(ent, pev_owner)
        if(!is_user_alive(id))
                return HAM_IGNORED
        if(!Get_BitVar(g_Had_Base, id))
                return HAM_IGNORED       
       
        if((get_pdata_int(ent, 54, 4) == 1))
        { // Reload
                if(g_Clip[id] == -1)
                        return HAM_IGNORED
               
                set_pdata_int(ent, 51, g_Clip[id], 4)
               
                static Reload; Reload = ANIME_RELOAD
                if(Reload != -1) Set_WeaponAnim(id, ANIME_RELOAD)
                Set_PlayerNextAttack(id, RELOAD_TIME)
        }
       
        return HAM_HANDLED
}

public fw_Weapon_WeaponIdle_Post( iEnt )
{
        if(pev_valid(iEnt) != 2)
                return
        static Id; Id = get_pdata_cbase(iEnt, 41, 4)
        if(get_pdata_cbase(Id, 373) != iEnt)
                return
        if(!Get_BitVar(g_Had_Base, Id))
                return
               
        static Idle; Idle = ANIME_IDLE
       
        if(Idle != -1 && get_pdata_float(iEnt, 48, 4) <= 0.25)
        {
                Set_WeaponAnim(Id, ANIME_IDLE)
                set_pdata_float(iEnt, 48, 20.0, 4)
        }       
}

public fw_TraceAttack_World(Victim, Attacker, Float:Damage, Float:Direction[3], Ptr, DamageBits)
{
        if(!is_connected(Attacker))
                return HAM_IGNORED       
        if(get_player_weapon(Attacker) != CSW_BASE || !Get_BitVar(g_Had_Base, Attacker))
                return HAM_IGNORED
               
        static Float:flEnd[3], Float:vecPlane[3]
               
        get_tr2(Ptr, TR_vecEndPos, flEnd)
        get_tr2(Ptr, TR_vecPlaneNormal, vecPlane)               
                       
        Make_BulletHole(Attacker, flEnd, Damage)
        Make_BulletSmoke(Attacker, Ptr)

        if(cs_get_user_zoom(Attacker) != CS_SET_AUGSG552_ZOOM) SetHamParamFloat(3, float(DAMAGE_A))
        else {
                SetHamParamFloat(3, float(DAMAGE_B))
                Create_Tracer(Attacker, flEnd)
        }
       
        return HAM_HANDLED
}

public fw_TraceAttack_Player(Victim, Attacker, Float:Damage, Float:Direction[3], Ptr, DamageBits)
{
        if(!is_connected(Attacker))
                return HAM_IGNORED       
        if(get_player_weapon(Attacker) != CSW_BASE || !Get_BitVar(g_Had_Base, Attacker))
                return HAM_IGNORED

        static Float:flEnd[3]
        get_tr2(Ptr, TR_vecEndPos, flEnd)       
               
        if(cs_get_user_zoom(Attacker) != CS_SET_AUGSG552_ZOOM) SetHamParamFloat(3, float(DAMAGE_A))
        else {
                SetHamParamFloat(3, float(DAMAGE_B))
                Create_Tracer(Attacker, flEnd)
        }
       
        return HAM_HANDLED
}

public Create_Tracer(id, Float:Target[3])
{
        static Float:Start[3];
        Get_Position(id, 48.0, 6.0, -6.0, Start)
       
        message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
        write_byte(TE_BEAMPOINTS)
        write_coord_f(Start[0])
        write_coord_f(Start[1])
        write_coord_f(Start[2])
        write_coord_f(Target[0])
        write_coord_f(Target[1])
        write_coord_f(Target[2])
        write_short(m_spriteTexture)
        write_byte(0) // framerate
        write_byte(0) // framerate
        write_byte(5) // life
        write_byte(2)  // width
        write_byte(0)  // noise
        write_byte(255)  // r, g, b
        write_byte(255)  // r, g, b
        write_byte(255)  // r, g, b
        write_byte(175)        // brightness
        write_byte(1)                // speed
        message_end()
}

public fw_Weapon_PrimaryAttack(Ent)
{
        static id; id = pev(Ent, pev_owner)
        if(!is_alive(id))
                return
        if(!Get_BitVar(g_Had_Base, id))
                return

        pev(id, pev_punchangle, g_Recoil[id])
}

public fw_Weapon_PrimaryAttack_Post(Ent)
{
        static id; id = pev(Ent, pev_owner)
        if(!is_alive(id))
                return
        if(!Get_BitVar(g_Had_Base, id))
                return

        static Float:Push[3]
        pev(id, pev_punchangle, Push)
        xs_vec_sub(Push, g_Recoil[id], Push)
       
        xs_vec_mul_scalar(Push, RECOIL, Push)
        xs_vec_add(Push, g_Recoil[id], Push)
       
        set_pev(id, pev_punchangle, Push)
        Set_BitVar(g_Muzzleflash, id)
       
        // Acc
        static Accena; Accena = ACCURACY
        if(Accena != -1)
        {
                static Float:Accuracy
                Accuracy = (float(100 - ACCURACY) * 1.5) / 100.0

                set_pdata_float(Ent, 62, Accuracy, 4);
        }
}

/* ===============================
------------- SAFETY -------------
=================================*/
public Register_SafetyFunc()
{
        register_event("CurWeapon", "Safety_CurWeapon", "be", "1=1")
       
        RegisterHam(Ham_Spawn, "player", "fw_Safety_Spawn_Post", 1)
        RegisterHam(Ham_Killed, "player", "fw_Safety_Killed_Post", 1)
}

public Register_SafetyFuncBot(id)
{
        RegisterHamFromEntity(Ham_Spawn, id, "fw_Safety_Spawn_Post", 1)
        RegisterHamFromEntity(Ham_Killed, id, "fw_Safety_Killed_Post", 1)
}

public Safety_Connected(id)
{
        Set_BitVar(g_IsConnected, id)
        UnSet_BitVar(g_IsAlive, id)
       
        g_PlayerWeapon[id] = 0
}

public Safety_Disconnected(id)
{
        UnSet_BitVar(g_IsConnected, id)
        UnSet_BitVar(g_IsAlive, id)
       
        g_PlayerWeapon[id] = 0
}

public Safety_CurWeapon(id)
{
        if(!is_alive(id))
                return
               
        static CSW; CSW = read_data(2)
        if(g_PlayerWeapon[id] != CSW) g_PlayerWeapon[id] = CSW
}

public fw_Safety_Spawn_Post(id)
{
        if(!is_user_alive(id))
                return
               
        Set_BitVar(g_IsAlive, id)
}

public fw_Safety_Killed_Post(id)
{
        UnSet_BitVar(g_IsAlive, id)
}

public is_connected(id)
{
        if(!(1 <= id <= 32))
                return 0
        if(!Get_BitVar(g_IsConnected, id))
                return 0

        return 1
}

public is_alive(id)
{
        if(!is_connected(id))
                return 0
        if(!Get_BitVar(g_IsAlive, id))
                return 0
               
        return 1
}

public get_player_weapon(id)
{
        if(!is_alive(id))
                return 0
       
        return g_PlayerWeapon[id]
}

/* ===============================
--------- END OF SAFETY  ---------
=================================*/

stock Set_WeaponAnim(id, anim)
{
        set_pev(id, pev_weaponanim, anim)
       
        message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, {0, 0, 0}, id)
        write_byte(anim)
        write_byte(pev(id, pev_body))
        message_end()
}

stock Make_BulletHole(id, Float:Origin[3], Float:Damage)
{
        // Find target
        static Decal; Decal = random_num(41, 45)
        static LoopTime;
       
        if(Damage > 100.0) LoopTime = 2
        else LoopTime = 1
       
        for(new i = 0; i < LoopTime; i++)
        {
                // Put decal on "world" (a wall)
                message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
                write_byte(TE_WORLDDECAL)
                engfunc(EngFunc_WriteCoord, Origin[0])
                engfunc(EngFunc_WriteCoord, Origin[1])
                engfunc(EngFunc_WriteCoord, Origin[2])
                write_byte(Decal)
                message_end()
               
                // Show sparcles
                message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
                write_byte(TE_GUNSHOTDECAL)
                engfunc(EngFunc_WriteCoord, Origin[0])
                engfunc(EngFunc_WriteCoord, Origin[1])
                engfunc(EngFunc_WriteCoord, Origin[2])
                write_short(id)
                write_byte(Decal)
                message_end()
        }
}

stock Make_BulletSmoke(id, TrResult)
{
        static Float:vecSrc[3], Float:vecEnd[3], TE_FLAG
       
        get_weapon_attachment(id, vecSrc)
        global_get(glb_v_forward, vecEnd)
   
        xs_vec_mul_scalar(vecEnd, 8192.0, vecEnd)
        xs_vec_add(vecSrc, vecEnd, vecEnd)

        get_tr2(TrResult, TR_vecEndPos, vecSrc)
        get_tr2(TrResult, TR_vecPlaneNormal, vecEnd)
   
        xs_vec_mul_scalar(vecEnd, 2.5, vecEnd)
        xs_vec_add(vecSrc, vecEnd, vecEnd)
   
        TE_FLAG |= TE_EXPLFLAG_NODLIGHTS
        TE_FLAG |= TE_EXPLFLAG_NOSOUND
        TE_FLAG |= TE_EXPLFLAG_NOPARTICLES
       
        engfunc(EngFunc_MessageBegin, MSG_PAS, SVC_TEMPENTITY, vecEnd, 0)
        write_byte(TE_EXPLOSION)
        engfunc(EngFunc_WriteCoord, vecEnd[0])
        engfunc(EngFunc_WriteCoord, vecEnd[1])
        engfunc(EngFunc_WriteCoord, vecEnd[2] - 10.0)
        write_short(g_SmokePuff_SprId)
        write_byte(2)
        write_byte(50)
        write_byte(TE_FLAG)
        message_end()
}

stock get_weapon_attachment(id, Float:output[3], Float:fDis = 40.0)
{
        static Float:vfEnd[3], viEnd[3]
        get_user_origin(id, viEnd, 3) 
        IVecFVec(viEnd, vfEnd)
       
        static Float:fOrigin[3], Float:fAngle[3]
       
        pev(id, pev_origin, fOrigin)
        pev(id, pev_view_ofs, fAngle)
       
        xs_vec_add(fOrigin, fAngle, fOrigin)
       
        static Float:fAttack[3]
       
        xs_vec_sub(vfEnd, fOrigin, fAttack)
        xs_vec_sub(vfEnd, fOrigin, fAttack)
       
        static Float:fRate
       
        fRate = fDis / vector_length(fAttack)
        xs_vec_mul_scalar(fAttack, fRate, fAttack)
       
        xs_vec_add(fOrigin, fAttack, output)
}

stock get_position(id,Float:forw, Float:right, Float:up, Float:vStart[])
{
        new Float:vOrigin[3], Float:vAngle[3], Float:vForward[3], Float:vRight[3], Float:vUp[3]
       
        pev(id, pev_origin, vOrigin)
        pev(id, pev_view_ofs,vUp) //for player
        xs_vec_add(vOrigin,vUp,vOrigin)
        pev(id, 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 get_speed_vector(const Float:origin1[3],const Float:origin2[3],Float:speed, Float:new_velocity[3])
{
        new_velocity[0] = origin2[0] - origin1[0]
        new_velocity[1] = origin2[1] - origin1[1]
        new_velocity[2] = origin2[2] - origin1[2]
        new Float:num = floatsqroot(speed*speed / (new_velocity[0]*new_velocity[0] + new_velocity[1]*new_velocity[1] + new_velocity[2]*new_velocity[2]))
        new_velocity[0] *= num
        new_velocity[1] *= num
        new_velocity[2] *= num
       
        return 1;
}

stock Set_WeaponIdleTime(id, WeaponId ,Float:TimeIdle)
{
        static entwpn; entwpn = fm_get_user_weapon_entity(id, WeaponId)
        if(!pev_valid(entwpn))
                return
               
        set_pdata_float(entwpn, 46, TimeIdle, 4)
        set_pdata_float(entwpn, 47, TimeIdle, 4)
        set_pdata_float(entwpn, 48, TimeIdle + 0.5, 4)
}

stock Set_PlayerNextAttack(id, Float:nexttime)
{
        set_pdata_float(id, 83, nexttime, 5)
}

stock Get_Position(id,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(id, pev_origin, vOrigin)
        pev(id, pev_view_ofs,vUp) //for player
        xs_vec_add(vOrigin,vUp,vOrigin)
        pev(id, 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
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1042\\ f0\\ fs16 \n\\ par }
*/


OciXCrom 05-02-2018 14:11

Re: Undefined symbol "write_coord_f"
 
AMXX 1.8.3 is required to use that function.

Natsheh 05-02-2018 14:44

Re: Undefined symbol "write_coord_f"
 
Quote:

Originally Posted by OciXCrom (Post 2590420)
AMXX 1.8.3 is required to use that function.

Not really you can just define it


#define write_coord_f(%1) engfunc(EngFunc_WriteCoord, %1)

Add this in the top of the file.

grkmkprl 05-03-2018 02:43

Re: Undefined symbol "write_coord_f"
 
Quote:

Originally Posted by Natsheh (Post 2590422)
Not really you can just define it


#define write_coord_f(%1) engfunc(EngFunc_WriteCoord, %1)

Add this in the top of the file.

Thank you so much,it worked.


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