Re: Problem Compiling =/
/home/groups/alliedmodders/forums/files/4/1/1/0/5/40704.attach(893) : error 088: number of arguments does not match definition
/home/groups/alliedmodders/forums/files/4/1/1/0/5/40704.attach(4024) : error 088: number of arguments does not match definition
That means that the function doesn't hjave the argument number that it needs.
Ex: instead of calling cs_set_user_team(id,CS_TEAM_T) i just use cs_set_user_team(id).
This is for you to know for the future plugins that you will do.
Edit: change
public select_class(id,lx[]) to public select_class(id)
and
select_class(id)) to select_class
and
LoadXP(id, player_class[id]) to LoadXP(id)
This is the script corrected by me:
Code:
/* ================================================================================================ /
*
* Diablo Mod:
* ------------------
*
* Need: This compiled and items files
* Works with: AMXX § Cs 1.6
*
* Installation:
* -------------------
* Copy script into plugins and edit plugins.ini
* Copy item diablo directory into addons/amxmodx
* If you amx directory is not called addons/amxmodx/.. just create a new path
*
* Credits:
* -----------------
* Spacedude
* Some others back when amx mod started :]
* twistedeuphoria
*
* diablo_xpbonus = Xp on each kill (without bonus)
* diablo_durability = Will your item loose durability on damage? And how much each time
* diablo_saveitems = Save items when map changes
* diablo_spawnchance = 1/x chance to spawn powerup on each roundstart
*
* Contact:
* -----------------
* email: [email protected]
*
/ ================================================================================================= */
new Basepath[128] //Path from Cstrike base directory
#include <amxmodx>
#include <amxmisc>
#include <engine>
#include <fakemeta>
#include <cstrike>
#include <fun>
#include <fakemeta_util>
#include <nvault>
#define RESTORETIME 30.0 //How long from server start can players still get their item trasferred (s)
#define MAX 32 //Max number of valid player entities
//#define CHEAT 1 //Cheat for testing purposes
#define CS_PLAYER_HEIGHT 72.0
#define GLOBAL_COOLDOWN 0.5
#define TASK_GREET 240
#define TASK_HUD 120
#define TASK_HOOK 360
#define MAX_PLAYERS 32
#define BASE_SPEED 245.0
#define GLUTON 95841
new Float:agi=BASE_SPEED
new round_status
new DemageTake[33]
new DemageTake1[33]
new weapon, clip, ammo
#define x 0
#define y 1
#define z 2
#define TASK_CHARGE 100
#define TASK_NAME 48424
#define TASK_FLASH_LIGHT 81184
#define TASKID_REVIVE 1337
#define TASKID_RESPAWN 1338
#define TASKID_CHECKRE 1339
#define TASKID_CHECKST 13310
#define TASKID_ORIGIN 13311
#define TASKID_SETUSER 13312
#define pev_zorigin pev_fuser4
#define seconds(%1) ((1<<12) * (%1))
#define OFFSET_CAN_LONGJUMP 356
#define MAX_FLASH 15 //pojemnosc barejii maga (sekund)
new SOUND_START[] = "items/medshot4.wav"
new SOUND_FINISHED[] = "items/smallmedkit2.wav"
new SOUND_FAILED[] = "items/medshotno1.wav"
new SOUND_EQUIP[] = "items/ammopickup2.wav"
enum
{
ICON_HIDE = 0,
ICON_SHOW,
ICON_FLASH
}
new g_haskit[MAX+1]
new Float:g_revive_delay[MAX+1]
new Float:g_body_origin[MAX+1][3]
new bool:g_wasducking[MAX+1]
new g_vault
new g_msg_bartime
new g_msg_screenfade
new g_msg_statusicon
new g_msg_clcorpse
new cvar_revival_time
new cvar_revival_health
new cvar_revival_dis
new attacker
new attacker1
new flashlight[33]
new flashbattery[33]
new flashlight_r
new flashlight_g
new flashlight_b
new planter
new defuser
new map_end = 0
// max clip
stock const maxClip[31] = { -1, 13, -1, 10, 1, 7, 1, 30, 30, 1, 30, 20, 25, 30, 35, 25, 12, 20,
10, 30, 100, 8, 30, 30, 20, 2, 7, 30, 30, -1, 50 };
// max bpammo
stock const maxAmmo[31] = { -1, 52, -1, 90, -1, 32, -1, 100, 90, -1, 120, 100, 100, 90, 90, 90, 100, 100,
30, 120, 200, 32, 90, 120, 60, -1, 35, 90, 90, -1, 100 };
new gmsgDeathMsg
new gmsgStatusText
new gmsgBartimer
new gmsgScoreInfo
new gmsgHealth
new bool:freeze_ended
new c4state[33]
new c4bombc[33][3]
new c4fake[33]
new fired[33]
new bool:ghost_check
new ghosttime[33]
new ghoststate[33]
new sprite_blood_drop = 0
new sprite_blood_spray = 0
new sprite_gibs = 0
new sprite_white = 0
new sprite_fire = 0
new sprite_beam = 0
new sprite_boom = 0
new sprite_line = 0
new sprite_lgt = 0
new sprite_laser = 0
new sprite_ignite = 0
new sprite_smoke = 0
new player_xp[33] = 0 //Holds players experience
new player_lvl[33] = 1 //Holds players level
new player_point[33] = 0 //Holds players level points
new player_item_id[33] = 0 //Items id
new player_item_name[33][128] //The items name
new player_intelligence[33]
new player_strength[33]
new player_agility[33]
new Float:player_damreduction[33]
new player_dextery[33]
new player_class[33]
new Float:player_huddelay[33]
//Item attributes
new player_b_vampire[33] = 1 //Vampyric damage
new player_b_damage[33] = 1 //Bonus damage
new player_b_money[33] = 1 //Money bonus
new player_b_gravity[33] = 1 //Gravity bonus : 1 = best
new player_b_inv[33] = 1 //Invisibility bonus
new player_b_grenade[33] = 1 //Grenade bonus = 1/chance to kill
new player_b_reduceH[33] = 1 //Reduces player health each round start
new player_b_theif[33] = 1 //Amount of money to steal
new player_b_respawn[33] = 1 //Chance to respawn upon death
new player_b_explode[33] = 1 //Radius to explode upon death
new player_b_heal[33] = 1 //Ammount of hp to heal each 5 second
new player_b_gamble[33] = 1 //Random skill each round : value = vararity
new player_b_blind[33] = 1 //Chance 1/Value to blind the enemy
new player_b_fireshield[33] = 1 //Protects against explode and grenade bonus
new player_b_meekstone[33] = 1 //Ability to lay a fake c4 and detonate
new player_b_teamheal[33] = 1 //How many hp to heal when shooting a teammate
new player_b_redirect[33] = 1 //How much damage will the player redirect
new player_b_fireball[33] = 1 //Ability to shot off a fireball value = radius
new player_b_ghost[33] = 1 //Ability to walk through stuff
new player_b_eye[33] = 1 //Ability to place camera
new player_b_blink[33] = 1 //Ability to get a railgun
new player_b_windwalk[33] = 1 //Ability to windwalk away
new player_b_usingwind[33] = 1 //Is player using windwalk
new player_b_froglegs[33] = 1 //Ability to hold down duck for 4 sec to frog-jump
new player_b_silent[33] = 1 //Is player silent
new player_b_dagon[33] = 1 //Ability to nuke an opponent
new player_b_sniper[33] = 1 //Ability to kill in 1/sniper with scout
new player_b_jumpx[33] = 1 //Ability to double jump
new player_b_smokehit[33] = 1 //Ability to hit and kill with smoke :]
new player_b_extrastats[33] = 1 //Ability to gain extra stats
new player_b_firetotem[33] = 1 //Ability to put down a fire totem that explodes after 7 seconds
new player_b_hook[33] = 1 //Ability to grap a player a hook him towards you
new player_b_darksteel[33] = 1 //Ability to damage double from behind the target
new player_b_illusionist[33] = 1 //Ability to use the illusionist escape
new player_b_mine[33] = 1 //Ability to lay down mines
new skinchanged[33]
new player_dc_name[33][99] //Information about last disconnected players name
new player_dc_item[33] //Information about last disconnected players item
new player_sword[33] //nowyitem
new player_ring[33] //ring stats bust +5
new Float:player_b_oldsen[33] //Players old sens
new bool:player_b_dagfired[33] //Fired dagoon?
new bool:used_item[33]
new jumps[33] //Keeps charge with the number of jumps the user has made
new bool:dojump[33] //Are we jumping?
new item_boosted[33] //Has this user boosted his item?
new earthstomp[33]
new bool:falling[33]
new gravitytimer[33]
new item_durability[33] //Durability of hold item
new CTSkins[4][]={"sas","gsg9","urban","gign"}
new TSkins[4][]={"arctic","leet","guerilla","terror"}
new SWORD_VIEW[] = "models/diablomod/v_knife.mdl"
new SWORD_PLAYER[] = "models/diablomod/p_knife.mdl"
new KNIFE_VIEW[] = "models/v_knife.mdl"
new KNIFE_PLAYER[] = "models/p_knife.mdl"
new C4_VIEW[] = "models/v_c4.mdl"
new C4_PLAYER[] = "models/p_c4.mdl"
new HE_VIEW[] = "models/v_hegrenade.mdl"
new HE_PLAYER[] = "models/p_hegrenade.mdl"
new FL_VIEW[] = "models/v_flashbang.mdl"
new FL_PLAYER[] = "models/p_flashbang.mdl"
new SE_VIEW[] = "models/v_smokegrenade.mdl"
new SE_PLAYER[] = "models/p_smokegrenade.mdl"
new cbow_VIEW[] = "models/diablomod/v_crossbow.mdl"
new cvow_PLAYER[]= "models/diablomod/p_crossbow.mdl"
new cbow_bolt[] = "models/diablomod/Crossbow_bolt.mdl"
new LeaderCT = -1
new LeaderT = -1
new JumpsLeft[33]
new JumpsMax[33]
new loaded_xp[33]
enum { NONE = 0, Mag, Mnich, Paladyn, Zabojca, Nekromanta, Barbarzynca, Ninja, Hunter }
new Race[9][18] = { "None","Mag","Mnich","Paladyn","Zabojca","Nekromanta","Barbarzynca", "Ninja", "Lowca" }
new race_heal[9] = { 100,95,150,130,100,90,110,170,120 }
new LevelXP[101] = { 0,50,125,225,340,510,765,1150,1500,1950,2550,3300,4000,4800,5800,7000,8500,9500,10500,11750,13000, //21
14300,15730,17300,19030,20900,23000,24000,25200,26400,27700,29000,30500,32000,33600,35300,37000,39000,41000,43000,45100,//41
47400,49800,52300,55000,57800,60700,63700,66900,70200,73700,77400,80000,82400,84900,87500,90000,92700,95500,98300,101000,//61
104000,107000,110000,113000,116000,120000,123000,126700,130000,134000,138000,142000,146000,150000,154000,158000,163000,168000,173000,178000,//81
183000,188000,194000,200000,206000,212000,218000,225000,232000,239000,246000,253000,261000,269000,277000,285000,294000,303000,500000,9999999/*101*/}
new player_class_lvl[33][9]
new player_class_lvl_save[33]
new player_xp_old[33]
new database_user_created[33]
//Used for powerupsystem
new CTstart[3]
new Tstart[3]
new NextPowerup[3]
new bool:spawnset = false
new bool:havespawn = false
new bool:powerup_taken = false
//For Hook and powerup sy
new hooked[33]
new Float:player_global_cooldown[33]
//For optimization
new last_update_xp[33]
new Float:last_update_perc[33]
new bool:use_addtofullpack
#define ICON_HIDE 0
#define ICON_SHOW 1
#define ICON_FLASH 2
#define ICON_S "suithelmet_full"
new wear_sun[33]
//Flags a user can have
enum
{
Flag_Ignite = 0,
Flag_Hooking,
Flag_Rot,
Flag_Dazed,
Flag_Illusion,
Flag_Moneyshield,
Flag_Teamshield,
Flag_Teamshield_Target,
num_of_flags
}
//Flags
new afflicted[33][num_of_flags]
//noze
new max_knife[33]
new player_knife[33]
new Float:tossdelay[33]
//luk
new Float:bowdelay[33]
new bow[33]
new button[33]
// hunter - slad
#define TARACE_TASK 91203
new trace_bool[33]
#define NADE_VELOCITY EV_INT_iuser1
#define NADE_ACTIVE EV_INT_iuser2
#define NADE_TEAM EV_INT_iuser3
#define NADE_PAUSE EV_INT_iuser4
new cvar_throw_vel = 90 // def: 90
new cvar_activate_dis = 175 // def 190
new cvar_nade_vel = 280 //def 280
new Float: cvar_explode_delay = 0.5 // def 0.50
new g_TrapMode[33]
new g_GrenadeTrap[33] = {0, ... }
new Float:g_PreThinkDelay[33]
/* PLUGIN CORE REDIRECTING TO FUNCTIONS ========================================================== */
public plugin_init()
{
new map[32]
get_mapname(map,31)
new times[64]
get_time("%m/%d/%Y - %H:%M:%S" ,times,63)
log_to_file("addons/amxmodx/logs/diablo.log","%s ### MAPA: %s ### ",times,map)
g_vault = nvault_open("Diablo_stats")
cvar_revival_time = register_cvar("amx_revkit_time", "3")
cvar_revival_health = register_cvar("amx_revkit_health", "25")
cvar_revival_dis = register_cvar("amx_revkit_distance", "70.0")
g_msg_bartime = get_user_msgid("BarTime")
g_msg_clcorpse = get_user_msgid("ClCorpse")
g_msg_screenfade= get_user_msgid("ScreenFade")
g_msg_statusicon= get_user_msgid("StatusIcon")
register_message(g_msg_clcorpse, "message_clcorpse")
register_event("HLTV", "event_hltv", "a", "1=0", "2=0")
register_forward(FM_Touch, "fwd_touch")
register_forward(FM_EmitSound, "fwd_emitsound")
register_forward(FM_PlayerPostThink, "fwd_playerpostthink")
register_plugin("DiabloMod","5.8a PL","Miczu & GuTeK")
register_cvar("diablomod_version","5.8a PL",FCVAR_SERVER)
register_cvar("flashlight_custom","1");
register_cvar("flashlight_drain","1.0");
register_cvar("flashlight_charge","0.5");
register_cvar("flashlight_radius","8");
register_cvar("flashlight_decay","90");
register_event("Flashlight","event_flashlight","b");
register_event("CurWeapon","CurWeapon","be")
register_event("ResetHUD", "ResetHUD", "abe")
register_event("ScreenFade","det_fade","be","1!0","2!0","7!0")
register_event("DeathMsg","DeathMsg","ade")
register_event("Damage", "Damage", "b", "2!0")
register_event("SendAudio","freeze_over","b","2=%!MRAD_GO","2=%!MRAD_MOVEOUT","2=%!MRAD_LETSGO","2=%!MRAD_LOCKNLOAD")
register_event("SendAudio","freeze_begin","a","2=%!MRAD_terwin","2=%!MRAD_ctwin","2=%!MRAD_rounddraw")
register_event("SendAudio", "award_defuse", "a", "2&%!MRAD_BOMBDEF")
register_event("BarTime", "bomb_defusing", "be", "1=10", "1=5")
register_logevent("award_plant", 3, "2=Planted_The_Bomb");
register_event("StatusIcon", "got_bomb", "be", "1=1", "1=2", "2=c4")
register_event("TextMsg", "award_hostageALL", "a", "2&#All_Hostages_R" );
register_event("TextMsg","host_killed","b","2&#Killed_Hostage")
register_event("SendAudio","eventGrenade","bc","2=%!MRAD_FIREINHOLE")
register_event("TextMsg", "freeze_begin", "a", "2=#Game_will_restart_in")
register_clcmd("say drop","dropitem")
register_clcmd("say /drop","dropitem")
register_clcmd("say /przedmiot","iteminfo")
register_clcmd("say /item","iteminfo")
register_clcmd("say /noweitemy","show_menu_item")
register_clcmd("say /itemy","show_menu_item")
register_clcmd("przedmiot","iteminfo")
register_clcmd("/przedmiot","iteminfo")
register_clcmd("say /przedmiot","iteminfo")
register_clcmd("say /Pomoc","helpme")
register_clcmd("say /Klasa","changerace")
register_clcmd("say /speed","speed")
register_clcmd("say klasa","changerace")
//register_clcmd("say /gracze","cmd_who")
register_clcmd("klasa","changerace")
register_clcmd("say /klasa","changerace")
register_clcmd("say /klasy","show_menu_klasy")
register_clcmd("say /zmianaklasy","changerace")
register_clcmd("say zmianaklasy","changerace")
register_clcmd("say /czary", "showskills")
register_clcmd("say czary", "showskills")
register_clcmd("say /menu","showmenu")
register_clcmd("menu","showmenu")
register_clcmd("say /komendy","komendy")
register_clcmd("pomoc","helpme")
register_clcmd("say /rune","buyrune")
register_clcmd("/rune","buyrune")
register_clcmd("rune","buyrune")
register_clcmd("/czary","showskills")
register_clcmd("/czary","showskills")
register_clcmd("say /czary","showskills")
register_clcmd("say /czary","showskills")
register_clcmd("say /savexp","savexpcom")
//register_clcmd("say /loadxp","LoadXP")
register_clcmd("say /reset","reset_skill")
register_clcmd("reset","reset_skill")
register_clcmd("/reset","reset_skill")
register_clcmd("mod","mod_info")
register_menucmd(register_menuid("Wybierz Staty"), 1023, "skill_menu")
register_menucmd(register_menuid("info klas"), 1023, "klasy")
register_menucmd(register_menuid("Opcje"), 1023, "option_menu")
register_menucmd(register_menuid("Wybierz Klase"), 1023, "select_class_menu")
register_menucmd(register_menuid("Sklep z runami"), 1023, "select_rune_menu")
register_menucmd(register_menuid("Nowe Itemy"), 1023, "nowe_itemy")
gmsgDeathMsg = get_user_msgid("DeathMsg")
gmsgStatusText = get_user_msgid("StatusText")
gmsgBartimer = get_user_msgid("BarTime")
gmsgScoreInfo = get_user_msgid("ScoreInfo")
register_cvar("diablo_xpbonus","10",0)
register_cvar("diablo_xpbonus2","100",0)
register_cvar("diablo_durability","10",0)
register_cvar("diablo_spawnchance","2",0)
register_cvar("SaveXP", "1")
set_msg_block ( gmsgDeathMsg, BLOCK_SET )
set_task(5.0, "Timed_Healing", 0, "", 0, "b")
set_task(1.0, "Timed_Ghost_Check", 0, "", 0, "b")
set_task(0.8, "UpdateHUD",0,"",0,"b")
register_think("PlayerCamera","Think_PlayerCamera");
register_think("PowerUp","Think_PowerUp")
register_think("Effect_Rot","Effect_Rot_Think")
register_logevent("RoundStart", 2, "0=World triggered", "1=Round_Start")
register_clcmd("fullupdate","fullupdate")
register_forward(FM_WriteString, "FW_WriteString")
register_think("Effect_Ignite_Totem", "Effect_Ignite_Totem_Think")
register_think("Effect_Ignite", "Effect_Ignite_Think")
register_think("Effect_Slow","Effect_Slow_Think")
register_think("Effect_Timedflag","Effect_Timedflag_Think")
register_think("Effect_MShield","Effect_MShield_Think")
register_think("Mine","Mine_Think")
register_think("Effect_Teamshield","Effect_Teamshield_Think")
register_think("Effect_Healing_Totem","Effect_Healing_Totem_Think")
register_forward(FM_AddToFullPack, "client_AddToFullPack")
register_event("Damage", "Damage1", "b", "2!0")
register_event("SendAudio","freeze_over1","b","2=%!MRAD_GO","2=%!MRAD_MOVEOUT","2=%!MRAD_LETSGO","2=%!MRAD_LOCKNLOAD")
register_event("SendAudio","freeze_begin1","a","2=%!MRAD_terwin","2=%!MRAD_ctwin","2=%!MRAD_rounddraw")
register_forward(FM_PlayerPreThink, "Forward_FM_PlayerPreThink")
register_cvar("diablo_dir", "addons/amxmodx/diablo/")
get_cvar_string("diablo_dir",Basepath,127)
register_event("Health", "Health", "be", "1!255")
register_cvar("diablo_show_health","1")
gmsgHealth = get_user_msgid("Health")
//noze
register_touch("throwing_knife", "player", "touchKnife")
register_touch("throwing_knife", "worldspawn", "touchWorld")
register_touch("throwing_knife", "func_wall", "touchWorld")
register_touch("throwing_knife", "func_door", "touchWorld")
register_touch("throwing_knife", "func_door_rotating", "touchWorld")
register_touch("throwing_knife", "func_wall_toggle", "touchWorld")
register_touch("throwing_knife", "func_breakable", "touchWorld")
register_cvar("diablo_knife","20")
register_cvar("diablo_knife_speed","1000")
register_touch("xbow_arrow", "player", "toucharrow")
register_touch("xbow_arrow", "worldspawn", "touchWorld2")
register_touch("xbow_arrow", "func_wall", "touchWorld2")
register_touch("xbow_arrow", "func_door", "touchWorld2")
register_touch("xbow_arrow", "func_door_rotating", "touchWorld2")
register_touch("xbow_arrow", "func_wall_toggle", "touchWorld2")
register_touch("xbow_arrow", "func_breakable", "touchWorld2")
register_cvar("diablo_arrow","120")
register_cvar("diablo_arrow_speed","1500")
register_cvar("diablo_klass_delay","2.5")
//Koniec noze
register_think("grenade", "think_Grenade")
register_think("think_bot", "think_Bot")
_create_ThinkBot()
return PLUGIN_CONTINUE
}
public Health(id)
{
if(get_cvar_num("diablo_show_health")==1)
{
new health = read_data(1)
if(health>255)
{
message_begin( MSG_ONE, gmsgHealth, {0,0,0}, id )
write_byte( 255 )
message_end()
}
}
}
public speed(id)
{
new Float:spd = get_user_maxspeed(id)
client_print(id,print_chat,"Max: %f",spd)
new Float:vect[3]
entity_get_vector(id,EV_VEC_velocity,vect)
new Float: sped= floatsqroot(vect[0]*vect[0]+vect[1]*vect[1]+vect[2]*vect[2])
client_print(id,print_chat,"Teraz: %f",sped)
}
public plugin_precache()
{
precache_model("models/rpgrocket.mdl")
precache_model("models/bag.mdl")
precache_model("models/zombie.mdl")
precache_model("addons/amxmodx/diablo/mine.mdl")
precache_model("addons/amxmodx/diablo/totem_ignite.mdl")
precache_model("addons/amxmodx/diablo/totem_heal.mdl")
precache_model("models/player/arctic/arctic.mdl")
precache_model("models/player/leet/leet.mdl")
precache_model("models/player/guerilla/guerilla.mdl")
precache_model("models/player/terror/terror.mdl")
precache_model("models/player/urban/urban.mdl")
precache_model("models/player/sas/sas.mdl")
precache_model("models/player/gsg9/gsg9.mdl")
precache_model("models/player/gign/gign.mdl")
precache_model(SWORD_VIEW)
precache_model(SWORD_PLAYER)
precache_model(KNIFE_VIEW)
precache_model(KNIFE_PLAYER)
precache_model(C4_VIEW)
precache_model(C4_PLAYER)
precache_model(HE_VIEW)
precache_model(HE_PLAYER)
precache_model(FL_VIEW)
precache_model(FL_PLAYER)
precache_model(SE_VIEW)
precache_model(SE_PLAYER)
precache_sound("weapons/xbow_hit2.wav")
precache_sound("weapons/xbow_fire1.wav")
sprite_blood_drop = precache_model("sprites/blood.spr")
sprite_blood_spray = precache_model("sprites/bloodspray.spr")
sprite_ignite = precache_model("addons/amxmodx/diablo/flame.spr")
sprite_smoke = precache_model("sprites/steam1.spr")
sprite_laser = precache_model("sprites/laserbeam.spr")
sprite_boom = precache_model("sprites/zerogxplode.spr")
sprite_line = precache_model("sprites/dot.spr")
sprite_lgt = precache_model("sprites/lgtning.spr")
sprite_white = precache_model("sprites/white.spr")
sprite_fire = precache_model("sprites/explode1.spr")
sprite_gibs = precache_model("models/hgibs.mdl")
sprite_beam = precache_model("sprites/zbeam4.spr")
precache_model("models/player/arctic/arctic.mdl")
precache_model("models/player/terror/terror.mdl")
precache_model("models/player/leet/leet.mdl")
precache_model("models/player/guerilla/guerilla.mdl")
precache_model("models/player/gign/gign.mdl")
precache_model("models/player/sas/sas.mdl")
precache_model("models/player/gsg9/gsg9.mdl")
precache_model("models/player/urban/urban.mdl")
precache_model("models/player/vip/vip.mdl")
precache_sound(SOUND_START)
precache_sound(SOUND_FINISHED)
precache_sound(SOUND_FAILED)
precache_sound(SOUND_EQUIP)
precache_sound("weapons/knife_hitwall1.wav")
precache_sound("weapons/knife_hit4.wav")
precache_sound("weapons/knife_deploy1.wav")
precache_model("models/diablomod/w_throwingknife.mdl")
precache_model(cbow_VIEW)
precache_model(cvow_PLAYER)
precache_model(cbow_bolt)
}
public plugin_cfg() {
server_cmd("sv_maxspeed 1500")
}
public savexpcom(id)
{
if(get_cvar_num("SaveXP") == 1)
{
SaveXP(id)
}
}
public SaveXP(id){
new name[32];
get_user_name(id,name,31);
replace_all(name, 31, " ", "'")
new vaultkey[64],vaultdata[256]
format(vaultkey,63,"%s-Dbmod",name)
format(vaultdata,255,"%i#%i#%i#%i#%i#%i#%i#%i",player_class[id],player_xp[id],player_lvl[id],player_intelligence[id],player_strength[id],player_point[id],player_agility[id],player_dextery[id])
nvault_set(g_vault,vaultkey,vaultdata)
return PLUGIN_HANDLED
}
public LoadXP(id){
new name[32];
get_user_name(id,name,31);
replace_all(name, 31, " ", "'")
new vaultkey[64],vaultdata[256]
format(vaultkey,63,"%s-Dbmod",name)
format(vaultdata,255,"%i#%i#%i#%i#%i#%i#%i#%i",player_class[id],player_xp[id],player_lvl[id],player_intelligence[id],player_strength[id],player_point[id],player_agility[id],player_dextery[id])
nvault_get(g_vault,vaultkey,vaultdata,255)
replace_all(vaultdata, 255, "#", " ")
new playerclass[33], playerxp[33],playerlvl[33],playerintelligence[33],playerstrength[33],playerpoint[33],playeragility[33],playerdextery[33]
parse(vaultdata, playerclass, 32, playerxp, 32, playerlvl, 32, playerintelligence, 32, playerstrength, 32, playerpoint, 32, playeragility, 32, playerdextery, 32)
player_class[id] = str_to_num(playerclass)
player_xp[id] = str_to_num(playerxp)
player_lvl[id] = str_to_num(playerlvl)
player_intelligence[id] = str_to_num(playerintelligence)
player_strength[id] = str_to_num(playerstrength)
player_point[id] = str_to_num(playerpoint)
player_agility[id] = str_to_num(playeragility)
player_dextery[id] = str_to_num(playerdextery)
player_damreduction[id] = (47.3057*(1.0-floatpower( 2.7182, -0.06798*float(player_agility[id])))/100)
give_knife(id)
return PLUGIN_HANDLED
}
public reset_skill(id)
{
client_print(id,print_chat,"Reset skill'ow")
player_point[id] = player_lvl[id]*2-2
player_intelligence[id] = 0
player_strength[id] = 0
player_agility[id] = 0
player_dextery[id] = 0
skilltree(id)
set_speedchange(id)
player_damreduction[id] = (47.3057*(1.0-floatpower( 2.7182, -0.06798*float(player_agility[id])))/100)
}
public freeze_over()
{
//new Float: timea
//timea=get_cvar_float("diablo_klass_delay")
set_task(get_cvar_float("diablo_klass_delay"), "freezeover", 3659, "", 0, "")
}
public freezeover()
{
freeze_ended = true
}
public freeze_begin()
{
freeze_ended = false
}
public RoundStart(){
for (new i=0; i < 33; i++){
used_item[i] = false
DemageTake1[i]=1
count_jumps(i)
give_knife(i)
JumpsLeft[i]=JumpsMax[i]
if(player_class[i] == Nekromanta) g_haskit[i]=1
else g_haskit[i]=0
set_renderchange(i)
}
kill_all_entity("throwing_knife")
Bot_Setup()
ghost_check = false
check_class()
use_addtofullpack = false
SpawnPowerup()
}
#if defined CHEAT
public giveitem(id)
{
award_item(id, 25)
return PLUGIN_HANDLED
}
public benchmark(id)
{
new Float:nowtime = halflife_time();
new iterations = 10
for (new i=0; i < iterations; i++)
{
UpdateHUD()
}
new Float:timespent = halflife_time()-nowtime
client_print(id,print_chat,"Benchmark on: UpdateHUD() with %i iterations done in %f seconds",iterations,timespent)
}
#endif
/* BASIC FUNCTIONS ================================================================================ */
public csw_c44(id)
{
client_cmd(id,"weapon_knife")
}
public CurWeapon(id)
{
new clip,ammo
new weapon=get_user_weapon(id,clip,ammo)
if ((weapon !=6) && (weapon !=29) && (player_class[id] == Ninja)) engclient_cmd(id,"weapon_knife")
if (is_user_connected(id))
{
if(player_class[id]==Paladyn && weapon == CSW_KNIFE && JumpsLeft[id]>0){
fm_set_user_longjump(id,true,true)
}
else{
fm_set_user_longjump(id,false,true)
}
//if (player_item_id[id] == 17 || player_b_usingwind[id] == 1)// engclient_cmd(id,"weapon_knife")
if(player_sword[id] == 1)
{
if(weapon == CSW_KNIFE){
entity_set_string(id, EV_SZ_viewmodel, SWORD_VIEW)
entity_set_string(id, EV_SZ_weaponmodel, SWORD_PLAYER)
}
if(weapon == CSW_C4){
entity_set_string(id, EV_SZ_viewmodel, C4_VIEW)
entity_set_string(id, EV_SZ_weaponmodel, C4_PLAYER)
}
if(weapon == CSW_HEGRENADE){
entity_set_string(id, EV_SZ_viewmodel, HE_VIEW)
entity_set_string(id, EV_SZ_weaponmodel, HE_PLAYER)
}
if(weapon == CSW_FLASHBANG){
entity_set_string(id, EV_SZ_viewmodel, FL_VIEW)
entity_set_string(id, EV_SZ_weaponmodel, FL_PLAYER)
}
if(weapon == CSW_SMOKEGRENADE){
entity_set_string(id, EV_SZ_viewmodel, SE_VIEW)
entity_set_string(id, EV_SZ_weaponmodel, SE_PLAYER)
}
}
if(player_sword[id] == 0)
{
if(weapon == CSW_KNIFE){
entity_set_string(id, EV_SZ_viewmodel, KNIFE_VIEW)
entity_set_string(id, EV_SZ_weaponmodel, KNIFE_PLAYER)
}
if(weapon == CSW_C4){
entity_set_string(id, EV_SZ_viewmodel, C4_VIEW)
entity_set_string(id, EV_SZ_weaponmodel, C4_PLAYER)
}
if(weapon == CSW_HEGRENADE){
entity_set_string(id, EV_SZ_viewmodel, HE_VIEW)
entity_set_string(id, EV_SZ_weaponmodel, HE_PLAYER)
}
if(weapon == CSW_FLASHBANG){
entity_set_string(id, EV_SZ_viewmodel, FL_VIEW)
entity_set_string(id, EV_SZ_weaponmodel, FL_PLAYER)
}
if(weapon == CSW_SMOKEGRENADE){
entity_set_string(id, EV_SZ_viewmodel, SE_VIEW)
entity_set_string(id, EV_SZ_weaponmodel, SE_PLAYER)
}
}
if(bow[id]==1)
{
bow[id]=0
if(weapon == CSW_KNIFE)
{
entity_set_string(id, EV_SZ_viewmodel, KNIFE_VIEW)
entity_set_string(id, EV_SZ_weaponmodel, KNIFE_PLAYER)
}
}
set_gravitychange(id)
set_speedchange(id)
set_renderchange(id)
if(player_class[id] == Nekromanta) g_haskit[id] = true
else g_haskit[id] = false
write_hud(id)
}
}
public ResetHUD(id)
{
if (is_user_connected(id))
{
remove_task(id+GLUTON)
add_strength_bonus(id)
if (c4fake[id] > 0)
{
remove_entity(c4fake[id])
c4fake[id] = 0
}
if ((player_intelligence[id]+player_strength[id]+player_point[id]+player_agility[id]+player_dextery[id])>(player_lvl[id]*2+12)) reset_skill(id)
fired[id] = 0
player_b_dagfired[id] = false
ghoststate[id] = 0
earthstomp[id] = 0
if (player_b_blink[id] > 0)
player_b_blink[id] = 1
if (player_b_usingwind[id] > 0)
{
player_b_usingwind[id] = 0
}
if (player_point[id] > 0 ) skilltree(id)
if (player_class[id] == 0) select_class(id)
add_bonus_gamble(id) //MUST be first
c4state[id] = 0
client_cmd(id,"hud_centerid 0")
auto_help(id)
add_money_bonus(id)
set_gravitychange(id)
add_redhealth_bonus(id)
SelectBotRace(id)
set_renderchange(id)
}
}
public DeathMsg(id)
{
new weaponname[20]
new kid = read_data(1)
new vid = read_data(2)
new headshot = read_data(3)
read_data(4,weaponname,31)
reset_player(vid)
msg_bartime(id, 0)
static Float:minsize[3]
pev(vid, pev_mins, minsize)
if(minsize[2] == -18.0)
g_wasducking[vid] = true
else
g_wasducking[vid] = false
set_task(0.5, "task_check_dead_flag", vid)
flashbattery[vid] = MAX_FLASH;
flashlight[vid] = 0;
if(player_sword[id] == 1){
new clip,ammo
new weaponID=get_user_weapon(id,clip,ammo)
if(weaponID == CSW_KNIFE){
if(get_user_team(kid) != get_user_team(vid)) {
set_user_frags(kid, get_user_frags(kid) + 1)
award_kill(kid,vid)
}
}
}
if (is_user_connected(kid) && is_user_connected(vid) && get_user_team(kid) != get_user_team(vid))
{
show_deadmessage(kid,vid,headshot,weaponname)
award_item(kid,0)
award_kill(kid,vid)
add_respawn_bonus(vid)
add_bonus_explode(vid)
add_barbarian_bonus(kid)
register_place(kid)
if (player_class[kid] == Barbarzynca)
refill_ammo(kid)
set_renderchange(kid)
savexpcom(vid)
}
}
public Damage(id)
{
if (is_user_connected(id))
{
new damage = read_data(2)
new weapon
new bodypart
new attacker_id = get_user_attacker(id,weapon,bodypart)
if (is_user_connected(attacker_id) && attacker_id != id)
{
add_damage_bonus(id,damage,attacker_id)
add_vampire_bonus(id,damage,attacker_id)
add_grenade_bonus(id,attacker_id,weapon)
add_theif_bonus(id,attacker_id)
add_bonus_blind(id,attacker_id,weapon,damage)
add_bonus_redirect(id)
add_bonus_necromancer(attacker_id,id)
add_bonus_scoutdamage(attacker_id,id,weapon)
add_bonus_darksteel(attacker_id,id,damage)
add_bonus_illusion(attacker_id,id,weapon)
item_take_damage(id,damage)
if (player_class[attacker_id] == Paladyn){
new Float:VOLWO[3]
new Float:Volvo[3]
entity_get_vector(id,EV_VEC_velocity,VOLWO)
entity_get_vector(attacker_id,EV_VEC_velocity,Volvo)
for(new i=0;i<2;i++) VOLWO[i]+=(Volvo[i]*3.15)
entity_set_vector(id,EV_VEC_velocity,VOLWO)
}
if(player_sword[attacker_id] == 1 && weapon==CSW_KNIFE ){
Hurt_Entity(attacker_id,id,35.0)
}
if (HasFlag(attacker_id,Flag_Ignite))
RemoveFlag(attacker_id,Flag_Ignite)
if((HasFlag(id,Flag_Illusion) || HasFlag(id,Flag_Teamshield))&& get_user_health(id) - damage > 0)
{
new weaponname[32]; get_weaponname( weapon, weaponname, 31 ); replace(weaponname, 31, "weapon_", "")
UTIL_Kill(attacker_id,id,weaponname)
}
if (HasFlag(id,Flag_Moneyshield))
{
if (get_user_health(id)+damage/2 < race_heal[player_class[id]]+player_strength[id])
set_user_health(id,get_user_health(id)+damage/2)
}
//Add the agility damage reduction, around 45% the curve flattens
if (damage > 0 && player_agility[id] > 0)
{
new heal = floatround(player_damreduction[id]*damage)
if (is_user_alive(id)) set_user_health(id,get_user_health(id)+heal)
}
if (HasFlag(id,Flag_Teamshield_Target))
{
//Find the owner of the shield
new owner = find_owner_by_euser(id,"Effect_Teamshield")
new weaponname[32]; get_weaponname( weapon, weaponname, 31 ); replace(weaponname, 31, "weapon_", "")
if (is_user_alive(owner))
{
if(get_user_health(attacker_id)-damage<1) UTIL_Kill(owner,attacker_id,weaponname)
else set_user_health(attacker_id,get_user_health(attacker_id)-damage)
set_user_health(id,get_user_health(id)+damage/2)
}
}
}
#if defined CHEAT
new name[32]
get_user_name(id,name,31)
if (equal(name,"Admin"))
{
set_user_health(id,race_heal[player_class[id]]+player_strength[id])
set_user_hitzones(0, id, 0)
}
#endif
}
}
public un_rander(task_id)
{
new id = task_id - TASK_FLASH_LIGHT
if(is_user_connected(id)) set_renderchange(id)
}
public client_PreThink ( id )
{
new clip,ammo
new weapon = get_user_weapon(id,clip,ammo)
new button2 = get_user_button(id);
if(flashlight[id] && flashbattery[id] && (get_cvar_num("flashlight_custom")) && (player_class[id] == Mag)) {
new num1, num2, num3
num1=random_num(0,2)
num2=random_num(-1,1)
num3=random_num(-1,1)
flashlight_r+=1+num1
if (flashlight_r>250) flashlight_r-=245
flashlight_g+=1+num2
if (flashlight_g>250) flashlight_g-=245
flashlight_b+=-1+num3
if (flashlight_b<5) flashlight_b+=240
new origin[3];
get_user_origin(id,origin,3);
message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
write_byte(27); // TE_DLIGHT
write_coord(origin[0]); // X
write_coord(origin[1]); // Y
write_coord(origin[2]); // Z
write_byte(get_cvar_num("flashlight_radius")); // radius
write_byte(flashlight_r); // R
write_byte(flashlight_g); // G
write_byte(flashlight_b); // B
write_byte(1); // life
write_byte(get_cvar_num("flashlight_decay")); // decay rate
message_end();
new index1, bodypart1
get_user_aiming(id,index1,bodypart1)
if ((get_user_team(id)!=get_user_team(index1)) && (index1!=0))
{
if ((index1!=54) && (is_user_connected(index1))) set_user_rendering(index1,kRenderFxGlowShell,flashlight_r,flashlight_g,flashlight_b,kRenderNormal,4)
remove_task(TASK_FLASH_LIGHT+index1);
set_task(7.5, "un_rander",TASK_FLASH_LIGHT+index1)
//set_task(15.0,"un_rander",TASK_NAME,index1)
}
}
//Before freeze_ended check
if (((player_b_silent[id] > 0) || (player_class[id] == Zabojca)) && is_user_alive(id))
entity_set_int(id, EV_INT_flTimeStepSound, 300)
new Float:vect[3]
entity_get_vector(id,EV_VEC_velocity,vect)
new Float: sped= floatsqroot(vect[0]*vect[0]+vect[1]*vect[1]+vect[2]*vect[2])
if((get_user_maxspeed(id)*5)>(sped*9))
entity_set_int(id, EV_INT_flTimeStepSound, 300)
//bow model
if (button2 & IN_RELOAD && (weapon == CSW_KNIFE) && button[id]==0 && player_class[id]==Hunter){
bow[id]++
button[id] = 1;
command_bow(id)
}
if ((!(button2 & IN_RELOAD)) && (weapon == CSW_KNIFE) && button[id]==1) button[id]=0
//
if (!freeze_ended)
return PLUGIN_CONTINUE
if (earthstomp[id] != 0 && is_user_alive(id))
{
static Float:fallVelocity;
pev(id,pev_flFallVelocity,fallVelocity);
if(fallVelocity) falling[id] = true
else falling[id] = false;
}
if (player_b_jumpx[id] > 0) Prethink_Doublejump(id)
if (player_b_blink[id] > 0) Prethink_Blink(id)
if (player_b_usingwind[id] == 1) Prethink_usingwind(id)
if (player_b_oldsen[id] > 0) Prethink_confuseme(id)
if (player_b_froglegs[id] > 0) Prethink_froglegs(id)
//USE Button actives USEMAGIC
if (pev(id,pev_button) & IN_USE )
Use_Spell(id)
if(player_class[id]==Ninja && (pev(id,pev_button) & IN_RELOAD)) command_knife(id)
else if (pev(id,pev_button) & IN_RELOAD && (weapon == CSW_KNIFE) && max_knife[id]>0) command_knife(id)
///////////////////// BOW /////////////////////////
if(player_class[id]==Hunter)
{
//xbow
if(bow[id] == 1)
{
if((bowdelay[id] + 4.25 - float(player_intelligence[id]/25))< get_gametime() && button2 & IN_ATTACK)
{
bowdelay[id] = get_gametime()
command_arrow(id)
}
entity_set_int(id, EV_INT_button, (button2 & ~IN_ATTACK) & ~IN_ATTACK2)
}
// nade
if(g_GrenadeTrap[id] && button2 & IN_ATTACK2)
{
switch(weapon)
{
case CSW_HEGRENADE, CSW_FLASHBANG, CSW_SMOKEGRENADE:
{
if((g_PreThinkDelay[id] + 0.28) < get_gametime())
{
switch(g_TrapMode[id])
{
case 0: g_TrapMode[id] = 1
case 1: g_TrapMode[id] = 0
}
client_print(id, print_center, "Grenade Trap %s", g_TrapMode[id] ? "[ON]" : "[OFF]")
g_PreThinkDelay[id] = get_gametime()
}
}
default: g_TrapMode[id] = 0
}
}
}
///////////////////////////////////////////////////
return PLUGIN_CONTINUE
}
public client_PostThink( id )
{
if (player_b_jumpx[id] > 0) Postthink_Doubeljump(id)
if (earthstomp[id] != 0 && is_user_alive(id))
{
if (!falling[id]) add_bonus_stomp(id)
else set_pev(id,pev_watertype,-3)
}
}
public client_AddToFullPack(ent_state,e,edict_t_ent,edict_t_host,hostflags,player,pSet)
{
//No players need this rather cpu consuming function - dont run
if (!use_addtofullpack)
return FMRES_HANDLED
if (!pev_valid(e)|| !pev_valid(edict_t_ent) || !pev_valid(edict_t_host))
return FMRES_HANDLED
new classname[32]
pev(e,pev_classname,classname,31)
new hostclassname[32]
pev(edict_t_host,pev_classname,hostclassname,31)
if (equal(classname,"player") && equal(hostclassname,"player") && player)
{
// only take effect if both players are alive & and not somthing else like a ladder
if (is_user_alive(e) && is_user_alive(edict_t_host) && e != edict_t_host)
{
//host looks at e
if (HasFlag(e,Flag_Illusion))
return FMRES_SUPERCEDE
//E Is looking at t and t has the flag
if (HasFlag(edict_t_host,Flag_Illusion))
return FMRES_SUPERCEDE
}
}
return FMRES_HANDLED
}
/* FUNCTIONS ====================================================================================== */
public skilltree(id)
{
new text[513]
new keys = (1<<0)|(1<<1)|(1<<2)|(1<<3)|(1<<4)|(1<<5)|(1<<6)
format(text, 512, "\yWybierz Staty- \rPunkty: %i^n^n\w1. Inteligencja [%i] [Wieksze obrazenia czarami]^n\w2. Sila [%i] [Wiecej zycia]^n\w3. Zrecznosc [%i] [Bronie zadaja ci mniejsze obrazenia]^n\w4. Zwinnosc [%i] [Szybciej biegasz i magia zadaje ci mniejsze obrazenia]",player_point[id],player_intelligence[id],player_strength[id],player_agility[id],player_dextery[id])
keys = (1<<0)|(1<<1)|(1<<2)|(1<<3)|(1<<4)|(1<<5)|(1<<6)
show_menu(id, keys, text)
return PLUGIN_HANDLED
}
public skill_menu(id, key)
{
switch(key)
{
case 0:
{
if (player_intelligence[id]<50){
player_point[id]-=1
player_intelligence[id]+=1
}
else client_print(id,print_center,"Maxymalny poziom inteligencji osiagniety")
}
case 1:
{
if (player_strength[id]<50){
player_point[id]-=1
player_strength[id]+=1
}
else client_print(id,print_center,"Maxymalny poziom sily osiagniety")
}
case 2:
{
if (player_agility[id]<50){
player_point[id]-=1
player_agility[id]+=1
player_damreduction[id] = (47.3057*(1.0-floatpower( 2.7182, -0.06798*float(player_agility[id])))/100)
}
else client_print(id,print_center,"Maxymalny poziom zrecznosci osiagniety")
}
case 3:
{
if (player_dextery[id]<50){
player_point[id]-=1
player_dextery[id]+=1
set_speedchange(id)
}
else client_print(id,print_center,"Maxymalny poziom zwinnosci osiagniety")
}
}
if (player_point[id] > 0)
skilltree(id)
return PLUGIN_HANDLED
}
/* ==================================================================================================== */
public show_deadmessage(killer_id,victim_id,headshot,weaponname[])
{
if (!(killer_id==victim_id && !headshot && equal(weaponname,"world")))
{
message_begin( MSG_ALL, gmsgDeathMsg,{0,0,0},0)
write_byte(killer_id)
write_byte(victim_id)
write_byte(headshot)
write_string(weaponname)
message_end()
}
}
/* ==================================================================================================== */
public got_bomb(id){
planter = id;
return PLUGIN_CONTINUE
}
public award_plant()
{
new Players[32], playerCount, id
get_players(Players, playerCount, "aeh", "TERRORIST")
for (new i=0; i<playerCount; i++)
{
id = Players[i]
Give_Xp(id,get_cvar_num("diablo_xpbonus"))
client_print(id,print_chat,"Dostales *%i* doswiadczenia za polozenie bomby przez twoj team",get_cvar_num("diablo_xpbonus2"))
}
Give_Xp(planter,get_cvar_num("diablo_xpbonus2"))
}
public bomb_defusing(id){
defuser = id;
return PLUGIN_CONTINUE
}
public award_defuse()
{
new Players[32], playerCount, id
get_players(Players, playerCount, "aeh", "CT")
for (new i=0; i<playerCount; i++)
{
id = Players[i]
Give_Xp(id,get_cvar_num("diablo_xpbonus"))
client_print(id,print_chat,"Dostales *%i* doswiadczenia za rozbrojenie bomby przez twoj team",get_cvar_num("diablo_xpbonus2"))
}
Give_Xp(defuser,get_cvar_num("diablo_xpbonus2"))
}
public award_hostageALL(id)
{
if (is_user_connected(id) == 1)
Give_Xp(id,get_cvar_num("diablo_xpbonus2")/2)
}
/* ==================================================================================================== */
public award_kill(killer_id,victim_id)
{
if (!is_user_connected(killer_id) || !is_user_connected(victim_id))
return PLUGIN_CONTINUE
new xp_award = get_cvar_num("diablo_xpbonus")
new Team[32]
get_user_team(killer_id,Team,31)
if (LeaderCT > 0 && equal(Team,"CT") && !is_user_alive(LeaderCT))
xp_award-= get_cvar_num("diablo_xpbonus")/4
if (LeaderT > 0 && equal(Team,"TERRORIST") && !is_user_alive(LeaderT))
xp_award-= get_cvar_num("diablo_xpbonus")/4
if (player_class[killer_id] == Mnich)
xp_award+=get_cvar_num("diablo_xpbonus")/4
if (player_xp[killer_id]<player_xp[victim_id])
xp_award+=get_cvar_num("diablo_xpbonus")/4
new more_lvl=player_lvl[victim_id]-player_lvl[killer_id]
if(more_lvl>0) xp_award += floatround((get_cvar_num("diablo_xpbonus")/7)*(more_lvl*((2.0-more_lvl/40.0)/3.0)))
else if(more_lvl<-50)xp_award -= get_cvar_num("diablo_xpbonus")*(2/3)
else if(more_lvl<-40)xp_award -= get_cvar_num("diablo_xpbonus")/2
else if(more_lvl<-30)xp_award -= get_cvar_num("diablo_xpbonus")/3
else if(more_lvl<-20)xp_award -= get_cvar_num("diablo_xpbonus")/4
else if(more_lvl<-10)xp_award -= get_cvar_num("diablo_xpbonus")/7
Give_Xp(killer_id,xp_award)
return PLUGIN_CONTINUE
}
public Give_Xp(id,amount)
{
if(player_class_lvl[id][player_class[id]]==player_lvl[id])
{
if(player_xp[id]+amount!=0 && get_playersnum()>1){
player_xp[id]+=amount
if (player_xp[id] > LevelXP[player_lvl[id]])
{
player_lvl[id]+=1
player_point[id]+=2
set_hudmessage(60, 200, 25, -1.0, 0.25, 0, 1.0, 2.0, 0.1, 0.2, 2)
show_hudmessage(id, "Awansowales do poziomu %i", player_lvl[id])
savexpcom(id)
player_class_lvl[id][player_class[id]]=player_lvl[id]
}
if (player_xp[id] < LevelXP[player_lvl[id]-1])
{
player_lvl[id]-=1
player_point[id]-=2
set_hudmessage(60, 200, 25, -1.0, 0.25, 0, 1.0, 2.0, 0.1, 0.2, 2)
show_hudmessage(id, "Spadles do poziomu %i", player_lvl[id])
savexpcom(id)
player_class_lvl[id][player_class[id]]=player_lvl[id]
}
write_hud(id)
}
}
}
/* ==================================================================================================== */
public client_connect(id)
{
// reset_item_skills(id) - nie tutaj bo nie loaduje poziomow O.o
flashbattery[id] = MAX_FLASH
player_xp[id] = 0
player_lvl[id] = 1
player_point[id] = 0
player_item_id[id] = 0
player_agility[id] = 0
player_strength[id] = 0
player_intelligence[id] = 0
player_dextery[id] = 0
player_b_oldsen[id] = 0.0
player_class[id] = 0
player_damreduction[id] = 0.0
last_update_xp[id] = -1
player_item_name[id] = "None"
DemageTake[id]=0
player_b_gamble[id]=0
g_GrenadeTrap[id] = 0
g_TrapMode[id] = 0
player_ring[id]=0
reset_item_skills(id) // Juz zaladowalo xp wiec juz nic nie zepsuje <lol2>
reset_player(id)
set_task(10.0, "Greet_Player", id+TASK_GREET, "", 0, "a", 1)
}
public client_putinserver(id)
{
loaded_xp[id]=0
player_class_lvl_save[id]=0
database_user_created[id]=0
count_jumps(id)
JumpsLeft[id]=JumpsMax[id]
}
public client_disconnect(id)
{
new ent
new playername[40]
get_user_name(id,playername,39)
player_dc_name[id] = playername
player_dc_item[id] = player_item_id[id]
if (player_b_oldsen[id] > 0.0) client_cmd(id,"sensitivity %f",player_b_oldsen[id])
savexpcom(id)
remove_task(TASK_CHARGE+id)
while((ent = fm_find_ent_by_owner(ent, "fake_corpse", id)) != 0)
fm_remove_entity(ent)
player_class_lvl_save[id]=0
loaded_xp[id]=0
}
/* ==================================================================================================== */
public write_hud(id)
{
if (player_lvl[id] == 0)
player_lvl[id] = 1
new tpstring[1024]
new Float:xp_now
new Float:xp_need
new Float:perc
if (last_update_xp[id] == player_xp[id])
{
perc = last_update_perc[id]
}
else
{
//Calculate percentage of xp required to level
if (player_lvl[id] == 1)
{
xp_now = float(player_xp[id])
xp_need = float(LevelXP[player_lvl[id]])
perc = xp_now*100.0/xp_need
}
else
{
xp_now = float(player_xp[id])-float( LevelXP[player_lvl[id]-1])
xp_need = float(LevelXP[player_lvl[id]])-float(LevelXP[player_lvl[id]-1])
perc = xp_now*100.0/xp_need
}
}
last_update_xp[id] = player_xp[id]
last_update_perc[id] = perc
if(player_class[id]!=Paladyn)
format(tpstring,1023,"Klasa: %s Level: %i (%0.0f%s) Item: %s", Race[player_class[id]], player_lvl[id], perc,"%%",player_item_name[id])
else
format(tpstring,1023,"Klasa: %s Level: %i (%0.0f%s) Item: %s Skoki: %i/%i", Race[player_class[id]], player_lvl[id], perc,"%%",player_item_name[id],JumpsLeft[id],JumpsMax[id])
message_begin(MSG_ONE,gmsgStatusText,{0,0,0}, id)
write_byte(0)
write_string(tpstring)
message_end()
}
/* ==================================================================================================== */
public UpdateHUD()
{
//Update HUD for each player
for (new id=0; id < 32; id++)
{
//If user is not connected, don't do anything
if (!is_user_connected(id))
continue
if (is_user_alive(id)) write_hud(id)
else
{
//Show info about the player we're looking at
new index,bodypart
get_user_aiming(id,index,bodypart)
if(index >= 0 && index < MAX && is_user_connected(index) && is_user_alive(index))
{
new pname[32]
get_user_name(index,pname,31)
new Msg[512]
set_hudmessage(255, 255, 255, 0.78, 0.65, 0, 6.0, 3.0)
format(Msg,511,"Nick: %s^nPoziom: %i^nKlasa: %s^nPrzedmiot: %s^nInteligencja: %i^nSila: %i^nZwinnosc: %i^nZrecznosc: %i",pname,player_lvl[index],Race[player_class[index]],player_item_name[index], player_intelligence[index],player_strength[index], player_dextery[index], player_agility[index])
show_hudmessage(id, Msg)
}
}
}
}
/* ==================================================================================================== */
public check_magic(id) //Redirect and check which items will be triggered
{
if (player_b_meekstone[id] > 0) item_c4fake(id)
if (player_b_fireball[id] > 0) item_fireball(id)
if (player_b_ghost[id] > 0) item_ghost(id)
if (player_b_eye[id] != 0) item_eye(id)
if (player_b_windwalk[id] > 0) item_windwalk(id)
if (player_b_dagon[id] > 0) item_dagon(id)
if (player_b_theif[id] > 0) item_convertmoney(id)
if (player_b_firetotem[id] > 0) item_firetotem(id)
if (player_b_hook[id] > 0) item_hook(id)
if (player_b_gravity[id] > 0) item_gravitybomb(id)
if (player_b_fireshield[id] > 0) item_rot(id)
if (player_b_illusionist[id] > 0) item_illusion(id)
if (player_b_money[id] > 0) item_money_shield(id)
if (player_b_mine[id] > 0) item_mine(id)
if (player_b_teamheal[id] > 0) item_teamshield(id)
if (player_b_heal[id] > 0) item_totemheal(id)
return PLUGIN_HANDLED
}
/* ==================================================================================================== */
public dropitem(id)
{
if (player_item_id[id] == 0)
{
hudmsg(id,2.0,"Nie masz przedmiotu do wyrzucenia!")
return PLUGIN_HANDLED
}
if (item_durability[id] <= 0)
{
hudmsg(id,3.0,"Przedmiot stracil swoja wytrzymalosc!")
}
else
{
set_hudmessage(100, 200, 55, -1.0, 0.40, 0, 3.0, 2.0, 0.2, 0.3, 5)
show_hudmessage(id, "Przedmiot wyrzucony")
}
player_item_id[id] = 0
player_item_name[id] = "Nic"
player_b_gamble[id] = 0 //Because gamble uses reset skills
if (player_b_extrastats[id] > 0)
{
SubtractStats(id,player_b_extrastats[id])
}
if(player_ring[id]>0) SubtractRing(id)
player_ring[id]=0
reset_item_skills(id)
set_task(3.0,"changeskin_id_1",id)
write_hud(id)
set_renderchange(id)
set_gravitychange(id)
if (player_b_oldsen[id] > 0.0)
{
client_cmd(id,"sensitivity %f",player_b_oldsen[id])
player_b_oldsen[id] = 0.0
}
return PLUGIN_HANDLED
}
/* ==================================================================================================== */
public pfn_touch ( ptr, ptd )
{
if (ptd == 0)
return PLUGIN_CONTINUE
new szClassName[32]
if(pev_valid(ptd)){
entity_get_string(ptd, EV_SZ_classname, szClassName, 31)
}
else return PLUGIN_HANDLED
if(equal(szClassName, "fireball"))
{
new owner = pev(ptd,pev_owner)
//Touch
if (get_user_team(owner) != get_user_team(ptr))
{
new Float:origin[3]
pev(ptd,pev_origin,origin)
Explode_Origin(owner,origin,55+player_intelligence[owner],150)
remove_entity(ptd)
}
}
if (ptr != 0 && pev_valid(ptr))
{
new szClassNameOther[32]
entity_get_string(ptr, EV_SZ_classname, szClassNameOther, 31)
if(equal(szClassName, "PowerUp") && equal(szClassNameOther, "player"))
{
entity_set_int(ptd,EV_INT_iuser2,1)
award_powerup(ptr)
}
if(equal(szClassName, "Mine") && equal(szClassNameOther, "player"))
{
new owner = pev(ptd,pev_owner)
//Touch
if (get_user_team(owner) != get_user_team(ptr))
{
new Float:origin[3]
pev(ptd,pev_origin,origin)
Explode_Origin(owner,origin,55+player_intelligence[owner],150)
remove_entity(ptd)
}
}
if(equal(szClassName, "grenade") && equal(szClassNameOther, "player"))
{
new greModel[64]
entity_get_string(ptd, EV_SZ_model, greModel, 63)
if(equali(greModel, "models/w_smokegrenade.mdl" ))
{
new id = entity_get_edict(ptd,EV_ENT_owner)
if (is_user_connected(id)
&& is_user_connected(ptr)
&& is_user_alive(ptr)
&& player_b_smokehit[id] > 0
&& get_user_team(id) != get_user_team(ptr))
UTIL_Kill(id,ptr,"grenade")
}
}
}
/*if(equal(szClassName, "fireball"))
{
new Float:origin[3]
pev(ptd,pev_origin,origin)
new id = pev(ptd,pev_owner)
Explode_Origin(id,origin,100,player_b_fireball[id] + player_intelligence[id])
remove_entity(ptd)
}*/
return PLUGIN_CONTINUE
}
/* ==================================================================================================== */
public Explode_Origin(id,Float:origin[3],damage,dist)
{
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(3)
write_coord(floatround(origin[0]))
write_coord(floatround(origin[1]))
write_coord(floatround(origin[2]))
write_short(sprite_boom)
write_byte(50)
write_byte(15)
write_byte(0)
message_end()
new Players[32], playerCount, a
get_players(Players, playerCount, "ah")
for (new i=0; i<playerCount; i++)
{
a = Players[i]
new Float:aOrigin[3]
pev(a,pev_origin,aOrigin)
if (get_user_team(id) != get_user_team(a) && get_distance_f(aOrigin,origin) < dist+0.0)
{
new dam = damage-player_dextery[a]*2
if (get_user_health(a)-dam < 5)
UTIL_Kill(id,a,"grenade")
else
{
set_user_health(a,get_user_health(a)-dam)
Effect_Bleed(a,248)
}
}
}
}
/* ==================================================================================================== */
public Timed_Healing()
{
new Players[32], playerCount, a
get_players(Players, playerCount, "ah")
for (new i=0; i<playerCount; i++)
{
a = Players[i]
if (player_b_heal[a] <= 0)
continue
if (get_user_health(a)+player_b_heal[a] <= race_heal[player_class[a]]+player_strength[a]*2)
set_user_health(a,get_user_health(a) + player_b_heal[a])
else
set_user_health(a,race_heal[player_class[a]]+player_strength[a]*2)
}
}
/* ==================================================================================================== */
public Timed_Ghost_Check(id)
{
if (ghost_check == true)
{
new Globaltime = floatround(halflife_time())
new Players[32], playerCount, a
get_players(Players, playerCount, "h")
for (new i=0; i<playerCount; i++)
{
a = Players[i]
if (ghoststate[a] == 2 && Globaltime - player_b_ghost[a] > ghosttime[a])
{
ghoststate[a] = 3
ghosttime[a] = 0
set_user_noclip(a,0)
ghost_check = false
new Float:aOrigin[3]
entity_get_vector(a,EV_VEC_origin,aOrigin)
if (PointContents (aOrigin) != -1)
{
user_kill(a,1)
}
else
{
aOrigin[2]+=10
entity_set_vector(a,EV_VEC_origin,aOrigin)
}
}
}
}
}
public reset_item_skills(id){
item_boosted[id] = 0
item_durability[id] = 0
jumps[id] = 0
gravitytimer[id] = 0
player_b_vampire[id] = 0 //Vampyric damage
player_b_damage[id] = 0 //Bonus damage
player_b_money[id] = 0 //Money bonus
player_b_gravity[id] = 0 //Gravity bonus : 1 = best
player_b_inv[id] = 0 //Invisibility bonus
player_b_grenade[id] = 0 //Grenade bonus = 1/chance to kill
player_b_reduceH[id] = 0 //Reduces player health each round start
player_b_theif[id] = 0 //Amount of money to steal
player_b_respawn[id] = 0 //Chance to respawn upon death
player_b_explode[id] = 0 //Radius to explode upon death
player_b_heal[id] = 0 //Ammount of hp to heal each 5 second
player_b_blind[id] = 0 //Chance 1/Value to blind the enemy
player_b_fireshield[id] = 0 //Protects against explode and grenade bonus
player_b_meekstone[id] = 0 //Ability to lay a fake c4 and detonate
player_b_teamheal[id] = 0 //How many hp to heal when shooting a teammate
player_b_redirect[id] = 0 //How much damage will the player redirect
player_b_fireball[id] = 0 //Ability to shot off a fireball value = radius *
player_b_ghost[id] = 0 //Ability to walk through walls
player_b_eye[id] = 0 //Ability to snarkattack
player_b_blink[id] = 0 //Abiliy to use railgun
player_b_windwalk[id] = 0 //Ability to windwalk
player_b_usingwind[id] = 0 //Is player using windwalk
player_b_froglegs[id] = 0
player_b_silent[id] = 0
player_b_dagon[id] = 0 //Abliity to nuke opponents
player_b_sniper[id] = 0 //Ability to kill faster with scout
player_b_jumpx[id] = 0
player_b_smokehit[id] = 0
player_b_extrastats[id] = 0
player_b_firetotem[id] = 0
player_b_hook[id] = 0
player_b_darksteel[id] = 0
player_b_illusionist[id] = 0
player_b_mine[id] = 0
wear_sun[id] = 0
player_sword[id] = 0
}
public changeskin_id_1(id)
{
changeskin(id,1)
}
/* =================================================================================================== */
public show_menu_klasy(id)
{
new text[513]
format(text, 512, "\yinfo klas - ^n\w1. Mag^n\w2. Paladyn^n\w3. Mnich^n\w4. Barbarzynca^n\w5. Zabojca^n\w6. Nekromanta^n\w7. Ninja^n\w8. Lowca^n^n\w0 Exit")
new keys
keys = (1<<0)|(1<<1)|(1<<2)|(1<<3)|(1<<4)|(1<<5)|(1<<6)|(1<<7)|(1<<9)
show_menu(id, keys, text)
return PLUGIN_HANDLED
}
public klasy(id, key)
{
switch(key)
{
case 0:
{
mag(id)
}
case 1:
{
paladyn(id)
}
case 2:
{
mnich(id)
}
case 3:
{
barbarzynca(id)
}
case 4:
{
zabojca(id)
}
case 5:
{
nekromanta(id)
}
case 6:
{
ninja(id)
}
case 7:
{
Lowca(id)
}
case 9:
{
return PLUGIN_HANDLED
}
}
return PLUGIN_HANDLED
}
public mag(id){
showitem(id,"Mag"," "," ","<br>Strzelajac z pistoletu zamrazasz wroga i zabierasz mu 5hp co 2 sek przez 15 sek.<br> Jezeli wlaczysz latarke i najedziesz na ninje robi sie widzialny <br><br>")
}
public paladyn(id){
showitem(id,"Paladyn"," "," ","<br>Na start ma 125hp i moze wykonywac tzw. Long Jump.<br> <br><br>")
}
public mnich(id){
showitem(id,"Mnich"," "," ","<br>Zdobywa szybciej doswiadczenie<br>i na start ma 140hp<br><br>")
}
public barbarzynca(id){
showitem(id,"Barbarzynca"," "," ","<br>Zabijajac wroga dostajesz 200 armoru i<br>dostaniesz dodatkowy magazynek <br>i odzyskuje czesc hp.<br><br>")
}
public zabojca(id){
showitem(id,"Zabojca"," "," ","<br>Nie slychac jego krokow i jest troche szybszy od pozostalych.<br>Jak postrzelisz wroga z pistoletu wyrzuca go do gory<br><br>")
}
public nekromanta(id){
showitem(id,"Nekromanta"," "," ","<br>Atakujac zabierasz 10hp wiecej<br>i moze wskrzeszac umarlych.<br><br>")
}
public ninja(id){
showitem(id,"Ninja"," "," ","<br>Jest prawie niewidoczny, ma 165 hp na start<br>ale moze chodzic tylko z nozem<br><br>")
}
public Lowca(id){
showitem(id,"Ninja"," "," ","<br>Posiada Kusze (wybierz noz a potem reload by wyjac<br>Moze zastawiac pulapki z granatow (zmiana trybow PPM)<br>Gdy postrzeli przeciwnika pistoletem, zostawia on za soba slad<br><br>")
}
/* =====================================*/
/* ==================================================================================================== */
public auto_help(id)
{
new rnd = random_num(1,5+player_lvl[id])
if (rnd <= 5)
set_hudmessage(0, 180, 0, -1.0, 0.70, 0, 10.0, 5.0, 0.1, 0.5, 11)
if (rnd == 1)
show_hudmessage(id, "Mozesz upuscic przedmiot jak napiszesz /drop i zobaczyc informacje o przedmocie jak napiszesz /przedmiot")
if (rnd == 2)
show_hudmessage(id, "Mozesz uzywac konkretnych przedmiotow za pomoca klawisza E")
if (rnd == 3)
show_hudmessage(id, "Mozesz dostac wiecej pomocy jak napiszesz /pomoc lub zobaczyc wszystkie komendy jak napiszesz /komendy")
if (rnd == 4)
show_hudmessage(id, "Zeby bylo prosciej grac mozesz zbindowac diablo menu (bind klawisz say /menu")
if (rnd == 5)
show_hudmessage(id, "Niektore przedmioty moga byc ulepszone przez Runy. Napisz /rune zeby otworzyc sklep z runami")
}
/* ==================================================================================================== */
public helpme(id)
{
showitem(id,"Helpmenu","Common","None","Dostajesz przedmioty i doswiadczenie za zabijanie innych. Mozesz dostac go tylko wtedy, gdy nie masz na sobie innego<br><br>Aby dowiedziec sie wiecej o swoim przedmiocie napisz /przedmiot lub /item, a jak chcesz wyrzucic napisz /drop<br><br>Niektore przedmoty da sie uzyc za pomoca klawisza E<br><br>Napisz /czary zeby zobaczyc jakie masz staty<br><br>")
}
/* ==================================================================================================== */
/* ==================================================================================================== */
public komendy(id)
{
showitem(id,"Komendy","Common","None","<br>/klasa - zmiana klasy postaci<br>/klasy - opis postaci<br>/rune - sklep z runami<br>/przedmiot - informacja o przedmiocie<br>/menu - wyswietla menu diablo mod<br>/czary - stan statystyk<br>/drop - wyrzuca aktualny przedmiot<br>/noweitemy - opis nowych itemow<br>/reset -resetuje twoje staty<br>/savexp - zapisuje lvl,exp,staty<br>/gracze - wyswietla liste graczy<br>Polska zmodyfikowana wersja diablo mod by GuTeK & Miczu<br><br>")
}
/* ==================================================================================================== */
public showitem(id,itemname[],itemvalue[],itemeffect[],Durability[])
{
new diabloDir[64]
new g_ItemFile[64]
new amxbasedir[64]
get_basedir(amxbasedir,63)
format(diabloDir,63,"%s/diablo",amxbasedir)
if (!dir_exists(diabloDir))
{
new errormsg[512]
format(errormsg,511,"Blad: Folder %s/diablo nie mog³ byæ znaleziony. Prosze skopiowac ten folder z archiwum do folderu amxmodx",amxbasedir)
show_motd(id, errormsg, "An error has occured")
return PLUGIN_HANDLED
}
format(g_ItemFile,63,"%s/diablo/item.txt",amxbasedir)
if(file_exists(g_ItemFile))
delete_file(g_ItemFile)
new Data[768]
//Header
format(Data,767,"<html><head><title>Informacje o przedmiocie</title></head>")
write_file(g_ItemFile,Data,-1)
//Background
format(Data,767,"<body text=^"#FFFF00^" bgcolor=^"#000000^" background=^"%sdrkmotr.jpg^">",Basepath)
write_file(g_ItemFile,Data,-1)
//Table stuff
format(Data,767,"<table border=^"0^" cellpadding=^"0^" cellspacing=^"0^" style=^"border-collapse: collapse^" width=^"100%s^"><tr><td width=^"0^">","^%")
write_file(g_ItemFile,Data,-1)
//ss.gif image
format(Data,767,"<p align=^"center^"><img border=^"0^" src=^"%sss.gif^"></td>",Basepath)
write_file(g_ItemFile,Data,-1)
//item name
format(Data,767,"<td width=^"0^"><p align=^"center^"><font face=^"Arial^"><font color=^"#FFCC00^"><b>Przedmiot: </b>%s</font><br>",itemname)
write_file(g_ItemFile,Data,-1)
//item value
format(Data,767,"<font color=^"#FFCC00^"><b><br>Wartosc: </b>%s</font><br>",itemvalue)
write_file(g_ItemFile,Data,-1)
//Durability
format(Data,767,"<font color=^"#FFCC00^"><b><br>Wytrzymalosc: </b>%s</font><br><br>",Durability)
write_file(g_ItemFile,Data,-1)
//Effects
format(Data,767,"<font color=^"#FFCC00^"><b>Efekt:</b> %s</font></font></td>",itemeffect)
write_file(g_ItemFile,Data,-1)
//image ss
format(Data,767,"<td width=^"0^"><p align=^"center^"><img border=^"0^" src=^"%sgf.gif^"></td>", Basepath)
write_file(g_ItemFile,Data,-1)
//end
format(Data,767,"</tr></table></body></html>")
write_file(g_ItemFile,Data,-1)
//show window with message
show_motd(id, g_ItemFile, "Informacje Przedmiotu")
return PLUGIN_HANDLED
}
/* ==================================================================================================== */
public iteminfo(id)
{
new itemvalue[100]
if (player_item_id[id] <= 10) itemvalue = "Common"
if (player_item_id[id] <= 30)
itemvalue = "Uncommon"
else
itemvalue = "Rare"
if (player_item_id[id] > 42) itemvalue = "Unique"
new itemEffect[200]
new TempSkill[11] //There must be a smarter way
if (player_b_vampire[id] > 0)
{
num_to_str(player_b_vampire[id],TempSkill,10)
add(itemEffect,199,"Kradnie ")
add(itemEffect,199,TempSkill)
add(itemEffect,199," hp jak uderzysz wroga<br>")
}
if (player_b_damage[id] > 0)
{
num_to_str(player_b_damage[id],TempSkill,10)
add(itemEffect,199,"Zadaje ")
add(itemEffect,199,TempSkill)
add(itemEffect,199," dodatkowe obrazenia za kazdym razem jak uderzysz wroga<br>")
}
if (player_b_money[id] > 0)
{
num_to_str(player_b_money[id],TempSkill,10)
add(itemEffect,199,"Dadaje ")
add(itemEffect,199,TempSkill)
add(itemEffect,199," zlota i w kazdej rundzie na start otrzymasz 50 zlota. Mozesz takze uzyc tego przedmiotu by zredukowac normalne obrazenia o 50%<br>")
}
if (player_b_gravity[id] > 0)
{
num_to_str(player_b_gravity[id],TempSkill,10)
add(itemEffect,199,"Wysoki skok jest zredukowany do ")
add(itemEffect,199,TempSkill)
add(itemEffect,199,". Uzyj tego przedmiotu jak bedziesz w powietrzu. Uszkodzenia zaleza od wysokosci skoku i twojej sily<br>")
}
if (player_b_inv[id] > 0)
{
num_to_str(player_b_inv[id],TempSkill,10)
add(itemEffect,199,"Twoja widocznosc jest zredukowana z 255 do ")
add(itemEffect,199,TempSkill)
add(itemEffect,199,"<br>")
}
if (player_b_grenade[id] > 0)
{
num_to_str(player_b_grenade[id],TempSkill,10)
add(itemEffect,199,"Masz 1/")
add(itemEffect,199,TempSkill)
add(itemEffect,199," szanse do natychmiastowego zabicia HE<br>")
}
if (player_b_reduceH[id] > 0)
{
num_to_str(player_b_reduceH[id],TempSkill,10)
add(itemEffect,199,"Twoje zdrowie jest zredukowane o ")
add(itemEffect,199,TempSkill)
add(itemEffect,199," z kazdej rundy, sila nie liczy sie tu<br>")
}
if (player_b_theif[id] > 0)
{
num_to_str(player_b_theif[id],TempSkill,10)
add(itemEffect,199,"Masz 1/7 szans na okradniecie kogos z")
add(itemEffect,199,TempSkill)
add(itemEffect,199," zlota, za kazdym razem gdy uderzysz swojego wroga. Mozesz uzyc tego przedmiotu zeby zamienic 1000 zlota na 15 HP<br>")
}
if (player_b_respawn[id] > 0)
{
num_to_str(player_b_respawn[id],TempSkill,10)
add(itemEffect,199,"Masz 1/")
add(itemEffect,199,TempSkill)
add(itemEffect,199," szanse do odrodzenia sie po zgonie<br>")
}
if (player_b_explode[id] > 0)
{
num_to_str(player_b_explode[id],TempSkill,10)
add(itemEffect,199,"Gdy umierasz wybuchniesz w promieniu ")
add(itemEffect,199,TempSkill)
add(itemEffect,199," zadaje 75 obrazen wokol ciebie - im wiecej masz inteligencji tym wiekszy zasieg wybuchu<br>")
}
if (player_b_heal[id] > 0)
{
num_to_str(player_b_heal[id],TempSkill,10)
add(itemEffect,199,"Zyskasz +")
add(itemEffect,199,TempSkill)
add(itemEffect,199," HP co kazde 5 sekund. Uzyj aby polozyc leczacy totem na 7 sekund<br>")
}
if (player_b_gamble[id] > 0)
{
num_to_str(player_b_gamble[id],TempSkill,10)
add(itemEffect,199,"Zyskasz losowa umiejetnosc na poczatku rundy, Masz na to 1/")
add(itemEffect,199,TempSkill)
add(itemEffect,199," szans<br>")
}
if (player_b_blind[id] > 0)
{
num_to_str(player_b_blind[id],TempSkill,10)
add(itemEffect,199,"Masz 1/")
add(itemEffect,199,TempSkill)
add(itemEffect,199,"szans zeby twoj przeciwnik stracil wzrok<br>")
}
if (player_b_fireshield[id] > 0)
{
num_to_str(player_b_fireshield[id],TempSkill,10)
add(itemEffect,199,"Nie mozesz byc zabity przez chaos orb, hell orb albo firerope<br>")
add(itemEffect,199,"Uzyj, zeby zadac obrazenia, spowolnic i oslepic kazdego wroga wokol ciebie<br>")
}
if (player_b_meekstone[id] > 0)
{
num_to_str(player_b_meekstone[id],TempSkill,10)
add(itemEffect,199,"Mozesz polozyc falszywa bombe uzywajac klawisz E. Gdy przeciwna druzyna zblizy sie do niej, wybuchnie zadajac obrazenia<br>")
}
if (player_b_teamheal[id] > 0)
{
num_to_str(player_b_teamheal[id],TempSkill,10)
add(itemEffect,199,"Uzyj, aby aktywowac tarcze na graczu.<br>")
add(itemEffect,199," Cale uszkodzenia tarczy sa odzwierciedlone. Umrzesz jezeli zostaniesz trafiony")
}
if (player_b_redirect[id] > 0)
{
num_to_str(player_b_redirect[id],TempSkill,10)
add(itemEffect,199,"Obrazenia sa zredukowane o")
add(itemEffect,199,TempSkill)
add(itemEffect,199," hitpoints<br>")
}
if (player_b_fireball[id] > 0)
{
num_to_str(player_b_fireball[id],TempSkill,10)
add(itemEffect,199,"Mozesz wyczarowac ognista kule uzywajac tego przedmiotu. Zabije ona ludzi w zasiegu ")
add(itemEffect,199,TempSkill)
add(itemEffect,199,". Im wiecej masz inteligencji tym wieksze zadasz obrazenia<br>")
}
if (player_b_ghost[id] > 0)
{
num_to_str(player_b_ghost[id],TempSkill,10)
add(itemEffect,199,"Uzyj tego przedmiotu, aby przenikac przez sciany przez")
add(itemEffect,199,TempSkill)
add(itemEffect,199," sekund<br>")
}
if (player_b_eye[id] > 0)
{
add(itemEffect,199,"Uzyj, aby polozyc magiczne oko(da sie tylko raz podlozyc) i uzyj ponownie zeby wlaczyc i wylaczyc je")
}
if (player_b_blink[id] > 0)
{
add(itemEffect,199,"Mozesz teleportowac sie przez uzywanie alternatywnego ataku twoim nozem (PPM). Im wiecej masz inteligencji tym teleportujesz sie na wiekszy dystans")
}
if (player_b_windwalk[id] > 0)
{
num_to_str(player_b_windwalk[id],TempSkill,10)
add(itemEffect,199,"Uzyj, zeby stac sie niewidzialny. W tym czasie nie bedziesz mogl atakowac, ale za to staniesz sie szybszy na ")
add(itemEffect,199,TempSkill)
add(itemEffect,199," sekund<br>")
}
if (player_b_froglegs[id] > 0)
{
add(itemEffect,199,"Kucnij na 3 sekundy, a zrobisz dlugi skok")
}
if (player_b_dagon[id] == 1)
{
add(itemEffect,199,"Uzyj, zeby udezyc wroga ognistym promieniem - mozesz ulepszyc ten przedmiot kupujac odpowiednie runy ")
add(itemEffect,199,"Inteligencja zwiekszy zasieg przedmiotu")
}
if (player_b_sniper[id] > 0)
{
num_to_str(player_b_sniper[id],TempSkill,10)
add(itemEffect,199,"Masz 1/")
add(itemEffect,199,TempSkill)
add(itemEffect,199,"na natychmiastowe zabicie przeciwnika ze scouta<br>")
}
if (player_b_jumpx[id] > 0)
{
num_to_str(player_b_jumpx[id],TempSkill,10)
add(itemEffect,199,"Mozesz podskoczyc ")
add(itemEffect,199,TempSkill)
add(itemEffect,199," razy w loscie, uzywajac klawisza, ktorym skaczesz<br>")
}
if (player_b_smokehit[id] > 0)
{
add(itemEffect,199,"Twoje granaty dymne zabija natychmiast wroga jezeli go dotknie")
}
if (player_b_extrastats[id] > 0)
{
num_to_str(player_b_extrastats[id],TempSkill,10)
add(itemEffect,199,"Zyskasz +")
add(itemEffect,199,TempSkill)
add(itemEffect,199," do wszystkich statystyk majac ten przedmiot<br>")
}
if (player_b_firetotem[id] > 0)
{
num_to_str(player_b_firetotem[id],TempSkill,10)
add(itemEffect,199,"Uzyj tego przedmiotu, zeby polozyc eksplodujacy totem na ziemie. Totem wybuchnie po 7 sekundach. I zapali osoby w zasiegu ")
add(itemEffect,199,TempSkill)
}
if (player_b_hook[id] > 0)
{
num_to_str(player_b_hook[id],TempSkill,10)
add(itemEffect,199,"Uzyj, zeby wyrzucic hak na zasieg 600 jezeli kogos trafisz przyciagnie go do siebie. Im wiecej masz inteligencji tym szybszy bedzie hak")
}
if (player_b_darksteel[id] > 0)
{
new ddam = floatround(player_strength[id]*2*player_b_darksteel[id]/10.0)*3
num_to_str(player_b_darksteel[id],TempSkill,10)
add(itemEffect,199,"Dostales 15 + 0.")
add(itemEffect,199,TempSkill)
add(itemEffect,199,"*sila: ")
num_to_str(ddam,TempSkill,10)
add(itemEffect,199,TempSkill)
add(itemEffect,199," dodatkowych obrazen kiedy uderzysz swojego wroga od tylu ")
}
if (player_b_illusionist[id] > 0)
{
add(itemEffect,199,"Uzyj tego przedmiotu, zeby stac sie niewiedzialnym przez 7sekund. Kazde obrazenia jak bedziesz niewidzialny zabija cie")
}
if (player_b_mine[id] > 0)
{
add(itemEffect,199,"Uzyj, zeby polozyc niewidzialna mine. Kiedy mina ekspoduje zada 50hp+obrazenia magia. 3 miny mozesz polozyc w jednej rundzie")
}
if (player_item_id[id]==66)
{
add(itemEffect,199,"Wygladasz jak przeciwnik! Postaraj sie nie dac zdemaskowac.")
}
new Durability[10]
num_to_str(item_durability[id],Durability,9)
if (equal(itemEffect,"")) showitem(id,"None","None","Zabij kogos, aby dostac item albo kup (/rune)","None")
if (!equal(itemEffect,"")) showitem(id,player_item_name[id],itemvalue,itemEffect,Durability)
}
/* ==================================================================================================== */
public award_item(id, itemnum)
{
if (player_item_id[id] != 0)
return PLUGIN_HANDLED
set_hudmessage(220, 115, 70, -1.0, 0.40, 0, 3.0, 4.0, 0.2, 0.3, 5)
new rannum = random_num(1,66)
new maxfind = player_agility[id]
if (maxfind > 15) maxfind = 15
new rf = random_num(1,25-maxfind)
if (itemnum > 0) rannum = itemnum
else if (itemnum < 0) return PLUGIN_HANDLED
if (rf == 3 && itemnum == 0) //We found a rare item
{
award_unique_item(id)
rannum = -1
}
//Set durability, make this item dependant?
item_durability[id] = 250
switch(rannum)
{
case 1:
{
player_item_name[id] = "Bronze Amplifier"
player_item_id[id] = rannum
player_b_damage[id] = random_num(1,3)
show_hudmessage(id, "Znalazles przedmiot: %s :: dodaje obrazenia +%i",player_item_name[id],player_b_damage[id])
}
case 2:
{
player_item_name[id] = "Silver Amplifier"
player_item_id[id] = rannum
player_b_damage[id] = random_num(3,6)
show_hudmessage(id, "Znalazles przedmiot: %s :: dodaje obrazenia +%i ",player_item_name[id],player_b_damage[id])
}
case 3:
{
player_item_name[id] = "Gold Amplifier"
player_item_id[id] = rannum
player_b_damage[id] = random_num(6,10)
show_hudmessage(id, "Znalazles przedmiot: %s :: dodaje obrazenia +%i ",player_item_name[id],player_b_damage[id])
}
case 4:
{
player_item_name[id] = "Vampyric Staff"
player_item_id[id] = rannum
player_b_vampire[id] = random_num(1,4)
show_hudmessage(id, "Znalazles przedmiot: %s :: wysysasz %i hp przeciwnikowi",player_item_name[id],player_b_vampire[id])
}
case 5:
{
player_item_name[id] = "Vampyric Amulet"
player_item_id[id] = rannum
player_b_vampire[id] = random_num(4,6)
show_hudmessage(id, "Znalazles przedmiot: %s :: wysysasz %i hp przeciwnikowi",player_item_name[id],player_b_vampire[id])
}
case 6:
{
player_item_name[id] = "Vampyric Scepter"
player_item_id[id] = rannum
player_b_vampire[id] = random_num(6,9)
show_hudmessage(id, "Znalazles przedmiot: %s :: wysysasz %i hp przeciwnikowi",player_item_name[id],player_b_vampire[id])
}
case 7:
{
player_item_name[id] = "Small bronze bag"
player_item_id[id] = rannum
player_b_money[id] = random_num(150,500)
show_hudmessage(id, "Znalazles przedmiot: %s :: dostajesz %i zloto w kazdej rundzie. Uzyj, zeby chronil cie.",player_item_name[id],player_b_money[id]+player_intelligence[id]*50)
}
case 8:
{
player_item_name[id] = "Medium silver bag"
player_item_id[id] = rannum
player_b_money[id] = random_num(500,1200)
show_hudmessage(id, "Znalazles przedmiot: %s :: dostajesz %i zloto w kazdej rundzie. Uzyj, zeby chronil cie.",player_item_name[id],player_b_money[id]+player_intelligence[id]*50)
}
case 9:
{
player_item_name[id] = "Large gold bag"
player_item_id[id] = rannum
player_b_money[id] = random_num(1200,3000)
show_hudmessage(id, "Znalazles przedmiot: %s :: dostajesz %i zloto w kazdej rundzie. Uzyj, zeby chronil cie.",player_item_name[id],player_b_money[id]+player_intelligence[id]*50)
}
case 10:
{
player_item_name[id] = "Small angel wings"
player_item_id[id] = rannum
player_b_gravity[id] = random_num(1,5)
if (is_user_alive(id))
set_gravitychange(id)
show_hudmessage(id, "Znalazles przedmiot: %s :: +%i premia wyzszego skoku - Wcisnij e zeby uzyc",player_item_name[id],player_b_gravity[id])
}
case 11:
{
player_item_name[id] = "Arch angel wings"
player_item_id[id] = rannum
player_b_gravity[id] = random_num(5,9)
if (is_user_alive(id))
set_gravitychange(id)
show_hudmessage(id, "Znalazles przedmiot: %s :: +%i premia wyzszego skoku - Wcisnij e zeby uzyc",player_item_name[id],player_b_gravity[id])
}
case 12:
{
player_item_name[id] = "Invisibility Rope"
player_item_id[id] = rannum
player_b_inv[id] = random_num(150,200)
show_hudmessage(id, "Znalazles przedmiot: %s :: +%i premii niewidocznosci",player_item_name[id],255-player_b_inv[id])
}
case 13:
{
player_item_name[id] = "Invisibility Coat"
player_item_id[id] = rannum
player_b_inv[id] = random_num(110,150)
show_hudmessage(id, "Znalazles przedmiot: %s :: +%i premii niewidocznosci",player_item_name[id],255-player_b_inv[id])
}
case 14:
{
player_item_name[id] = "Invisibility Armor"
player_item_id[id] = rannum
player_b_inv[id] = random_num(70,110)
show_hudmessage(id, "Znalazles przedmiot: %s :: +%i premii niewidocznosci",player_item_name[id],255-player_b_inv[id])
}
case 15:
{
player_item_name[id] = "Firerope"
player_item_id[id] = rannum
player_b_grenade[id] = random_num(3,6)
show_hudmessage(id, "Znalazles przedmiot: %s :: +1/%i szans natychmiastowego zabicia granatem HE",player_item_name[id],player_b_grenade[id])
}
case 16:
{
player_item_name[id] = "Fire Amulet"
player_item_id[id] = rannum
player_b_grenade[id] = random_num(2,4)
show_hudmessage(id, "Znalazles przedmiot: %s :: +1/%i szans natychmiastowego zabicia granatem HE",player_item_name[id],player_b_grenade[id])
}
case 17:
{
player_item_name[id] = "Stalkers ring"
player_item_id[id] = rannum
player_b_reduceH[id] = 95
player_b_inv[id] = 8
item_durability[id] = 100
if (is_user_alive(id)) set_user_health(id,5)
show_hudmessage(id, "Znalazles przedmiot: %s :: Masz 5 zycia i noz, jestes prawie niewidoczny",player_item_name[id])
}
case 18:
{
player_item_name[id] = "Arabian Boots"
player_item_id[id] = rannum
player_b_theif[id] = random_num(500,1000)
show_hudmessage(id, "Znalazles przedmiot: %s :: 1/5 szans by krasc zloto%i za kazdym razem jak uderzasz. Uzyj zeby zamienic zloto w zycia",player_item_name[id],player_b_theif[id])
}
case 19:
{
player_item_name[id] = "Phoenix Ring"
player_item_id[id] = rannum
player_b_respawn[id] = random_num(3,6)
show_hudmessage(id, "Znalazles przedmiot: %s :: 1/%i szans do ponownego odrodzenia sie po smierci",player_item_name[id],player_b_respawn[id])
}
case 20:
{
player_item_name[id] = "Sorcerers ring"
player_item_id[id] = rannum
player_b_respawn[id] = random_num(2,3)
show_hudmessage(id, "Znalazles przedmiot: %s :: 1/%i szans do ponownego odrodzenia sie po smierci",player_item_name[id],player_b_respawn[id])
}
case 21:
{
player_item_name[id] = "Chaos Orb"
player_item_id[id] = rannum
player_b_explode[id] = random_num(150,275)
show_hudmessage(id, "Znalazles przedmiot: %s :: Wybuchniesz zaraz po smierci w promieniu %i",player_item_name[id],player_b_explode[id])
}
case 22:
{
player_item_name[id] = "Hell Orb"
player_item_id[id] = rannum
player_b_explode[id] = random_num(200,400)
show_hudmessage(id, "Znalazles przedmiot: %s :: Wybuchniesz zaraz po smierci w promieniu %i",player_item_name[id],player_b_explode[id])
}
case 23:
{
player_item_name[id] = "Gold statue"
player_item_id[id] = rannum
player_b_heal[id] = random_num(5,10)
show_hudmessage(id, "Znalazles przedmiot: %s :: Regeneruje %i hp co kazde 5 sekund. Uzyj, zeby polozyc totem ktory bedzie leczyl wszystkich w zasiegu %i",player_item_name[id],player_b_heal[id],player_b_heal[id])
}
case 24:
{
player_item_name[id] = "Daylight Diamond"
player_item_id[id] = rannum
player_b_heal[id] = random_num(10,20)
show_hudmessage(id, "Znalazles przedmiot: %s :: Regeneruje %i hp co kazde 5 sekund. Uzyj, zeby polozyc totem ktory bedzie leczyl wszystkich w zasiegu %i",player_item_name[id],player_b_heal[id],player_b_heal[id])
}
case 25:
{
player_item_name[id] = "Blood Diamond"
player_item_id[id] = rannum
player_b_heal[id] = random_num(20,35)
show_hudmessage(id, "Znalazles przedmiot: %s :: Regeneruje %i hp co kazde 5 sekund. Uzyj, zeby polozyc totem ktory bedzie leczyl wszystkich w zasiegu %i",player_item_name[id],player_b_heal[id],player_b_heal[id])
}
case 26:
{
player_item_name[id] = "Wheel of Fortune"
player_item_id[id] = rannum
player_b_gamble[id] = random_num(2,3)
show_hudmessage(id, "Znalazles przedmiot: %s :: +%i daje ci dodatkowa premie w kazdej rundzie",player_item_name[id],player_b_gamble[id])
}
case 27:
{
player_item_name[id] = "Four leaf Clover"
player_item_id[id] = rannum
player_b_gamble[id] = random_num(4,5)
show_hudmessage(id, "Znalazles przedmiot: %s :: +%i daje ci dodatkowa premie w kazdej rundzie",player_item_name[id],player_b_gamble[id])
}
case 28:
{
player_item_name[id] = "Amulet of the sun"
player_item_id[id] = rannum
player_b_blind[id] = random_num(6,9)
show_hudmessage(id, "Znalazles przedmiot: %s :: 1/%i szans na utrate wzroku kiedy uszkadzasz wroga",player_item_name[id],player_b_blind[id])
}
case 29:
{
player_item_name[id] = "Sword of the sun"
player_item_id[id] = rannum
player_b_blind[id] = random_num(2,5)
show_hudmessage(id, "Znalazles przedmiot: %s :: 1/%i szans na utrate wzroku kiedy uszkadzasz wroga",player_item_name[id],player_b_blind[id])
}
case 30:
{
player_item_name[id] = "Fireshield"
player_item_id[id] = rannum
player_b_fireshield[id] = 1
show_hudmessage(id, "Znalazles przedmiot: %s :: Chroni od natychmiastowego zabicia HE i orbami. Wcisnij e zeby go uzyc",player_item_name[id],player_b_fireshield[id])
}
case 31:
{
player_item_name[id] = "Stealth Shoes"
player_item_id[id] = rannum
player_b_silent[id] = 1
show_hudmessage(id, "Znalazles przedmiot: %s :: Twoj bieg cichnie",player_item_name[id])
}
case 32:
{
player_item_name[id] = "Meekstone"
player_item_id[id] = rannum
player_b_meekstone[id] = 1
show_hudmessage(id, "Znalazles przedmiot: %s :: Uzyj, aby podlozyc sztuczna bombe",player_item_name[id])
}
case 33:
{
player_item_name[id] = "Medicine Glar"
player_item_id[id] = rannum
player_b_teamheal[id] = random_num(10,20)
show_hudmessage(id, "Znalazles przedmiot: %s :: Strzel do swojego, aby uleczyc %i hp - wcisnij E, zeby uzyc",player_item_name[id],player_b_teamheal[id])
}
case 34:
{
player_item_name[id] = "Medicine Totem"
player_item_id[id] = rannum
player_b_teamheal[id] = random_num(20,30)
show_hudmessage(id, "Znalazles przedmiot: %s :: Strzel do swojego, aby uleczyc %i hp - wcisnij E, zeby uzyc",player_item_name[id],player_b_teamheal[id])
}
case 35:
{
player_item_name[id] = "Iron Armor"
player_item_id[id] = rannum
player_b_redirect[id] = random_num(3,6)
show_hudmessage(id, "Znalazles przedmiot: %s :: +%i Obniza uszkodzenia zadawane graczowi",player_item_name[id],player_b_redirect[id])
}
case 36:
{
player_item_name[id] = "Mitril Armor"
player_item_id[id] = rannum
player_b_redirect[id] = random_num(6,11)
show_hudmessage(id, "Znalazles przedmiot: %s :: +%i Obniza uszkodzenia zadawane graczowi",player_item_name[id],player_b_redirect[id])
}
case 37:
{
player_item_name[id] = "Godly Armor"
player_item_id[id] = rannum
player_b_redirect[id] = random_num(10,15)
show_hudmessage(id, "Znalazles przedmiot: %s :: +%i Obniza uszkodzenia zadawane graczowi",player_item_name[id],player_b_redirect[id])
}
case 38:
{
player_item_name[id] = "Fireball staff"
player_item_id[id] = rannum
player_b_fireball[id] = random_num(50,100)
show_hudmessage(id, "Znalazles przedmiot: %s :: Uszkadza wszystko w promieniu %i",player_item_name[id],player_b_fireball[id])
}
case 39:
{
player_item_name[id] = "Fireball scepter"
player_item_id[id] = rannum
player_b_fireball[id] = random_num(100,200)
show_hudmessage(id, "Znalazles przedmiot: %s :: Uszkadza wszystko w promieniu %i",player_item_name[id],player_b_fireball[id])
}
case 40:
{
player_item_name[id] = "Ghost Rope"
player_item_id[id] = rannum
player_b_ghost[id] = random_num(3,6)
show_hudmessage(id, "Znalazles przedmiot: %s :: Mozesz przenikac przez sciany przez %i sekund",player_item_name[id],player_b_ghost[id])
}
case 41:
{
player_item_name[id] = "Nicolas Eye"
player_item_id[id] = rannum
player_b_eye[id] = -1
show_hudmessage(id, "Znalazles przedmiot: %s :: Uzyj aby polozyc kamere i uzyj ponownie zeby uzyc i zatrzymac",player_item_name[id])
}
case 42:
{
player_item_name[id] = "Knife Ruby"
player_item_id[id] = rannum
player_b_blink[id] = floatround(halflife_time())
show_hudmessage(id, "Znalazles przedmiot: %s :: Twoj noz pozwala ci teleportowac sie raz na 3 sekundy",player_item_name[id])
}
case 43:
{
player_item_name[id] = "Lothars Edge"
player_item_id[id] = rannum
player_b_windwalk[id] = random_num(4,7)
show_hudmessage(id, "Znalazles przedmiot: %s :: Uzyj a staniesz sie niewidzialny przez %i sekund i w tym czasie nie mozesz atakowac ale za to szybko biegasz",player_item_name[id],player_b_windwalk[id])
}
case 44:
{
player_item_name[id] = "Sword"
player_item_id[id] = rannum
player_sword[id] = 1
show_hudmessage(id, "Znalazles przedmiot: %s :: zadajesz wieksze obrazenia nozem",player_item_name[id])
}
case 45:
{
player_item_name[id] = "Magic Booster"
player_item_id[id] = rannum
player_b_froglegs[id] = 1
show_hudmessage(id, "Znalazles przedmiot: %s :: Kucnij na 3 sekundy, a zrobisz dlugi skok",player_item_name[id])
}
case 46:
{
player_item_name[id] = "Dagon I"
player_item_id[id] = rannum
player_b_dagon[id] = 1
show_hudmessage(id, "Znalazles przedmiot: %s :: Uzyj zeby uderzyc twojego przeciwnika piorunem ognia",player_item_name[id])
}
case 47:
{
player_item_name[id] = "Scout Extender"
player_item_id[id] = rannum
player_b_sniper[id] = random_num(3,4)
show_hudmessage(id, "Znalazles przedmiot: %s :: 1/%i szans do natychmiastowego zabicia scoutem",player_item_name[id],player_b_sniper[id])
}
case 48:
{
player_item_name[id] = "Scout Amplifier"
player_item_id[id] = rannum
player_b_sniper[id] = random_num(2,3)
show_hudmessage(id, "Znalazles przedmiot: %s :: 1/%i szans do natychmiastowego zabicia scoutem",player_item_name[id],player_b_sniper[id])
}
case 49:
{
player_item_name[id] = "Air booster"
player_item_id[id] = rannum
player_b_jumpx[id] = 1
show_hudmessage(id, "Znalazles przedmiot: %s :: Mozesz zrobic podwojny skok w powietrzu",player_item_name[id],player_b_sniper[id])
}
case 50:
{
player_item_name[id] = "Iron Spikes"
player_item_id[id] = rannum
player_b_smokehit[id] = 1
show_hudmessage(id, "Znalazles przedmiot: %s :: Jezeli uderzasz kogos granatami dymym, to on zginie",player_item_name[id])
}
case 51:
{
player_item_name[id] = "Point Booster"
player_item_id[id] = rannum
player_b_extrastats[id] = random_num(1,3)
BoostStats(id,player_b_extrastats[id])
show_hudmessage(id, "Znalazles przedmiot: %s :: Zyskasz +%i do wszystkich statystyk",player_item_name[id],player_b_extrastats[id])
}
case 52:
{
player_item_name[id] = "Totem amulet"
player_item_id[id] = rannum
player_b_firetotem[id] = random_num(250,400)
show_hudmessage(id, "Znalazles przedmiot: %s :: Uzyj, aby polozyc wybuchowy totem ognia",player_item_name[id])
}
case 53:
{
player_item_name[id] = "Magic Hook"
player_item_id[id] = rannum
player_b_hook[id] = 1
show_hudmessage(id, "Znalazles przedmiot: %s :: Uzyj, aby rzucic hakiem",player_item_name[id])
}
case 54:
{
player_item_name[id] = "Darksteel Glove"
player_item_id[id] = rannum
player_b_darksteel[id] = random_num(1,5)
show_hudmessage(id, "Znalazles przedmiot: %s :: Dodatkowe uszkodzenia, gdy trafisz kogos od ty³u",player_item_name[id])
}
case 55:
{
player_item_name[id] = "Darksteel Gaunlet"
player_item_id[id] = rannum
player_b_darksteel[id] = random_num(7,9)
show_hudmessage(id, "Znalazles przedmiot: %s :: Dodatkowe uszkodzenia, gdy trafisz kogos od ty³u",player_item_name[id])
}
case 56:
{
player_item_name[id] = "Illusionists Cape"
player_item_id[id] = rannum
player_b_illusionist[id] = 1
show_hudmessage(id, "Znalazles przedmiot: %s :: Uzyj, aby stac sie niewidoczny dla wszystkich",player_item_name[id])
}
case 57:
{
player_item_name[id] = "Techies scepter"
player_item_id[id] = rannum
player_b_mine[id] = 3
show_hudmessage(id, "Znalazles przedmiot: %s :: Uzyj, zeby polozyc niewidzialna mine",player_item_name[id])
}
case 58:
{
player_item_name[id] = "Ninja ring"
player_item_id[id] = rannum
player_b_blink[id] = floatround(halflife_time())
player_b_froglegs[id] = 1
show_hudmessage(id, "Znalazles przedmiot: %s :: Twoj noz pozwala ci teleportowac sie co 3 sekundy i zrobic dlugi skok jak kucniesz na 3 sekundy",player_item_name[id])
}
case 59:
{
player_item_name[id] = "Mag ring"
player_item_id[id] = rannum
player_ring[id]=1
player_b_fireball[id] = random_num(50,80)
show_hudmessage(id, "Znalazles przedmiot : %s :: Ten przedmiot dodaje ci +5 inteligencji i robi ognista kule, wcisnij E aby urzyc",player_item_name[id])
}
case 60:
{
player_item_name[id] = "Nekromanta ring"
player_item_id[id] = rannum
player_b_respawn[id] = random_num(2,4)
player_b_vampire[id] = random_num(3,5)
show_hudmessage(id, "Znalazles przedmiot : %s :: Dzieki temu itemowi masz szanse na ponowne odrodzenie sie i wysysasz zycie wrogowi",player_item_name[id])
}
case 61:
{
player_item_name[id] = "Barbarzynca ring"
player_item_id[id] = rannum
player_b_explode[id] = random_num(120,330)
player_ring[id]=2
show_hudmessage(id, "Znalazles przedmiot : %s :: Ten item dodaje ci +5 sily i jak zginiesz wybuchasz",player_item_name[id])
}
case 62:
{
player_item_name[id] = "Paladyn ring"
player_item_id[id] = rannum
player_b_redirect[id] = random_num(7,17)
player_b_blind[id] = random_num(3,4)
show_hudmessage(id, "Znalazles przedmiot : %s :: Redukuje normalne obrazenia i masz szanse na oslepienie wroga",player_item_name[id])
}
case 63:
{
player_item_name[id] = "Mnich ring"
player_item_id[id] = rannum
player_b_grenade[id] = random_num(1,4)
player_b_heal[id] = random_num(20,35)
show_hudmessage(id, "Znalazles przedmiot : %s :: Masz szanse na natychmiastowe zabicie z HE. Twoje hp bedzie sie regenerowac co 5 sekund oraz mozesz polozyc leczacy totem na 7 sekund",player_item_name[id])
}
case 64:
{
player_item_name[id] = "Zabojca ring"
player_item_id[id] = rannum
player_b_jumpx[id] = 1
player_ring[id]=3
show_hudmessage(id, "Znalazles przedmiot : %s :: Dostajesz +5 do zwinnosci. Mozesz zrobic podwojny skok w powietrzu",player_item_name[id])
}
case 65:
{
player_item_name[id] = "Flashbang necklace"
player_item_id[id] = rannum
wear_sun[id] = 1
show_hudmessage (id, "Znalazles przedmiot : %s :: Flashbangi na ciebie nie dzialaja",player_item_name[id])
}
case 66:
{
player_item_name[id] = "Chameleon"
player_item_id[id] = rannum
changeskin(id,0)
show_hudmessage (id, "Znalazles przedmiot : %s :: Wygladasz jak przeciwnik",player_item_name[id])
}
}
BoostRing(id)
return PLUGIN_CONTINUE
}
/* UNIQUE ITEMS ============================================================================================ */
//Names are generated from an array
public award_unique_item(id)
{
new Unique_names_Suffix[10][100]
new Unique_names_Prefix[10][100]
Unique_names_Suffix[1] = "Saintly amulet "
Unique_names_Suffix[2] = "Holy sword "
Unique_names_Suffix[3] = "Small staff "
Unique_names_Suffix[4] = "Bright rope "
Unique_names_Suffix[5] = "Shiny scepter "
Unique_names_Prefix[1] = "of the stars"
Unique_names_Prefix[2] = "of power"
Unique_names_Prefix[3] = "of zod"
Unique_names_Prefix[4] = "of life"
Unique_names_Prefix[5] = "of the sun"
//Generate the items name
new roll_1 = random_num(1,4)
new roll_2 = random_num(1,4)
new Unique_name[100]
add(Unique_name,99,Unique_names_Suffix[roll_1])
add(Unique_name,99,Unique_names_Prefix[roll_2])
player_item_name[id] = Unique_name
player_item_id[id] = 100
//Generate and apply the stats
if (roll_1 == 1) player_b_damage[id] = random_num(1,5)
if (roll_1 == 2) player_b_vampire[id] = random_num(1,5)
if (roll_1 == 3) player_b_money[id] = random_num(2500,5000)
if (roll_1 == 4) player_b_reduceH[id] = random_num(20,50)
if (roll_1 == 5) player_b_blind[id] = random_num(3,5)
if (roll_2 == 1) player_b_grenade[id] = random_num(1,4)
if (roll_2 == 2) player_b_respawn[id] = random_num(2,4)
if (roll_2 == 3) player_b_explode[id] = random_num(150,400)
if (roll_2 == 4) player_b_redirect[id] = random_num(5,10)
if (roll_2 == 5) player_b_heal[id] = random_num(1,15)
item_durability[id] = 350
set_hudmessage(220, 115, 70, -1.0, 0.40, 0, 3.0, 2.0, 0.2, 0.3, 5)
show_hudmessage(id, "Uniqie Znalazles przedmiot: %s", Unique_name)
}
/* EFFECTS ================================================================================================= */
public add_damage_bonus(id,damage,attacker_id)
{
if (player_b_damage[attacker_id] > 0)
{
if (get_user_health(id) > player_b_damage[attacker_id])
{
set_user_health(id,get_user_health(id) - player_b_damage[attacker_id])
if (random_num(1,2) == 1) Effect_Bleed(id,248)
}
else
{
set_user_health(id,random_num(1,5))
}
}
}
/* ==================================================================================================== */
public add_vampire_bonus(id,damage,attacker_id)
{
if (player_b_vampire[attacker_id] > 0)
{
new maxhealth = race_heal[player_class[attacker_id]]+player_strength[attacker_id]*2
if (get_user_health(attacker_id)+player_b_vampire[attacker_id] <= maxhealth)
{
set_user_health(attacker_id,get_user_health(attacker_id)+player_b_vampire[attacker_id])
}
else
{
set_user_health(attacker_id,maxhealth)
}
}
}
/* ==================================================================================================== */
public add_money_bonus(id)
{
if (player_b_money[id] > 0)
{
if (cs_get_user_money(id) < 16000 - player_b_money[id]+player_intelligence[id]*50)
{
cs_set_user_money(id,cs_get_user_money(id)+ player_b_money[id]+player_intelligence[id]*50)
}
else
{
cs_set_user_money(id,16000)
}
}
}
/* ==================================================================================================== */
public add_grenade_bonus(id,attacker_id,weapon)
{
if (player_b_grenade[attacker_id] > 0 && weapon == CSW_HEGRENADE && player_b_fireshield[id] == 0) //Fireshield check
{
new roll = random_num(1,player_b_grenade[attacker_id])
if (roll == 1)
{
set_user_health(id, 0)
message_begin( MSG_ALL, gmsgDeathMsg,{0,0,0},0)
write_byte(attacker_id)
write_byte(id)
write_byte(0)
write_string("grenade")
message_end()
set_user_frags(attacker_id, get_user_frags(attacker_id)+1)
set_user_frags(id, get_user_frags(id)+1)
cs_set_user_money(attacker_id, cs_get_user_money(attacker_id)+150)
}
}
}
/* ==================================================================================================== */
public add_redhealth_bonus(id)
{
if (player_b_reduceH[id] > 0)
set_user_health(id,get_user_health(id)-player_b_reduceH[id])
if(player_item_id[id]==17) //stalker ring
set_user_health(id,5)
}
/* ==================================================================================================== */
public add_theif_bonus(id,attacker_id)
{
if (player_b_theif[attacker_id] > 0)
{
new roll1 = random_num(1,5)
if (roll1 == 1)
{
if (cs_get_user_money(id) > player_b_theif[attacker_id])
{
cs_set_user_money(id,cs_get_user_money(id)-player_b_theif[attacker_id])
if (cs_get_user_money(attacker_id) + player_b_theif[attacker_id] <= 16000)
{
cs_set_user_money(attacker_id,cs_get_user_money(attacker_id)+player_b_theif[attacker_id])
}
}
else
{
new allthatsleft = cs_get_user_money(id)
cs_set_user_money(id,0)
if (cs_get_user_money(attacker_id) + allthatsleft <= 16000)
{
cs_set_user_money(attacker_id,cs_get_user_money(id) + allthatsleft)
}
}
}
}
}
/* ==================================================================================================== */
public add_respawn_bonus(id)
{
if (player_b_respawn[id] > 0)
{
new svIndex[32]
num_to_str(id,svIndex,32)
new roll = random_num(1,player_b_respawn[id])
if (roll == 1)
{
new maxpl,players[32]
get_players(players, maxpl)
if (maxpl > 2)
{
cs_set_user_money(id,cs_get_user_money(id)+4000)
set_task(0.5,"respawn",0,svIndex,32)
}
else
{
set_hudmessage(220, 115, 70, -1.0, 0.40, 0, 3.0, 2.0, 0.2, 0.3, 5)
show_hudmessage(id, "Wiecej niz 2 graczy jest wymagane do ponownego odrodzenia sie")
}
}
}
}
public respawn(svIndex[])
{
new vIndex = str_to_num(svIndex)
spawn(vIndex);
}
/* ==================================================================================================== */
public add_bonus_explode(id)
{
if (player_b_explode[id] > 0)
{
new origin[3]
get_user_origin(id,origin)
explode(origin,id,0)
for(new a = 0; a < MAX; a++)
{
if (!is_user_connected(a) || !is_user_alive(a) || player_b_fireshield[a] != 0 || get_user_team(a) == get_user_team(id))
continue
new origin1[3]
get_user_origin(a,origin1)
if(get_distance(origin,origin1) < player_b_explode[id] + player_intelligence[id]*2)
{
new dam = 75-(player_dextery[a]*2)
if(dam<1) dam=1
if (get_user_health(a) - dam < 5)
UTIL_Kill(id,a,"grenade")
else
{
set_user_health(a,get_user_health(a)-dam)
Display_Fade(id,2600,2600,0,255,0,0,15)
}
}
}
}
}
public explode(vec1[3],playerid, trigger)
{
message_begin( MSG_BROADCAST,SVC_TEMPENTITY,vec1)
write_byte( 21 )
write_coord(vec1[0])
write_coord(vec1[1])
write_coord(vec1[2] + 32)
write_coord(vec1[0])
write_coord(vec1[1])
write_coord(vec1[2] + 1000)
write_short( sprite_white )
write_byte( 0 )
write_byte( 0 )
write_byte( 3 )
write_byte( 10 )
write_byte( 0 )
write_byte( 188 )
write_byte( 220 )
write_byte( 255 )
write_byte( 255 )
write_byte( 0 )
message_end()
message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
write_byte( 12 )
write_coord(vec1[0])
write_coord(vec1[1])
write_coord(vec1[2])
write_byte( 188 )
write_byte( 10 )
message_end()
message_begin( MSG_BROADCAST,SVC_TEMPENTITY,vec1)
write_byte( 3 )
write_coord(vec1[0])
write_coord(vec1[1])
write_coord(vec1[2])
write_short( sprite_fire )
write_byte( 65 )
write_byte( 10 )
write_byte( 0 )
message_end()
message_begin(MSG_BROADCAST,SVC_TEMPENTITY,{0,0,0},playerid)
write_byte(107)
write_coord(vec1[0])
write_coord(vec1[1])
write_coord(vec1[2])
write_coord(175)
write_short (sprite_gibs)
write_short (25)
write_byte (10)
message_end()
if (trigger == 1)
{
set_user_rendering(playerid,kRenderFxNone, 0,0,0, kRenderTransAdd,0)
}
}
/* ==================================================================================================== */
public add_bonus_gamble(id)
{
if (player_b_gamble[id] > 0 && is_user_alive(id))
{
new durba=item_durability[id]
reset_item_skills(id)
item_durability[id]=durba
set_hudmessage(220, 115, 70, -1.0, 0.40, 0, 3.0, 2.0, 0.2, 0.3, 5)
new roll = random_num(1,player_b_gamble[id])
if (roll == 1)
{
show_hudmessage(id, "Premia rundy: +5 obrazen")
player_b_damage[id] = 5
}
if (roll == 2)
{
show_hudmessage(id, "Premia rundy: +5 do wyzszego skoku")
player_b_gravity[id] = 5
}
if (roll == 3)
{
show_hudmessage(id, "Premia rundy: +5 obrazen wampira")
player_b_vampire[id] = 5
}
if (roll == 4)
{
show_hudmessage(id, "Premia rundy: +10 hp co kazde 5 sekund")
player_b_heal[id] = 10
}
if (roll == 5)
{
show_hudmessage(id, "Premia rundy: 1/3 szans do natychmiastowego zabicia HE")
player_b_grenade[id] = 3
}
}
}
/* ==================================================================================================== */
public add_bonus_blind(id,attacker_id,weapon,damage)
{
if (player_b_blind[attacker_id] > 0 && weapon != 4)
{
new roll = random_num(1,player_b_blind[attacker_id])
if (roll == 1)
{
message_begin(MSG_ONE,g_msg_screenfade,{0,0,0},id)
write_short( 1<<14 )
write_short( 1<<14 )
write_short( 1<<16 )
write_byte( 255 )
write_byte( 155 )
write_byte( 50 )
write_byte( 230 )
message_end()
}
}
}
/* ==================================================================================================== */
public item_c4fake(id)
{
if (c4state[id] > 1)
{
hudmsg(id,2.0,"Meekstone mozesz uzyc raz na runde!")
return PLUGIN_CONTINUE
}
if (player_b_meekstone[id] > 0 && c4state[id] == 1 && is_user_alive(id) == 1 && freeze_ended == true)
{
explode(c4bombc[id],id,0)
for(new a = 0; a < MAX; a++)
{
if (is_user_connected(a) && is_user_alive(a))
{
new origin1[3]
get_user_origin(a,origin1)
if(get_distance(c4bombc[id],origin1) < 300 && get_user_team(a) != get_user_team(id))
{
UTIL_Kill(id,a,"grenade")
}
}
}
c4state[id] = 2
remove_entity(c4fake[id])
c4fake[id] = 0
}
if (player_b_meekstone[id] > 0 && c4state[id] == 0 && c4fake[id] == 0 && is_user_alive(id) == 1 && freeze_ended == true)
{
new Float:pOrigin[3]
entity_get_vector(id,EV_VEC_origin, pOrigin)
c4fake[id] = create_entity("info_target")
entity_set_model(c4fake[id],"models/w_backpack.mdl")
entity_set_origin(c4fake[id],pOrigin)
entity_set_string(c4fake[id],EV_SZ_classname,"fakec4")
entity_set_edict(c4fake[id],EV_ENT_owner,id)
entity_set_int(c4fake[id],EV_INT_movetype,6)
new Float:aOrigin[3]
entity_get_vector(c4fake[id],EV_VEC_origin, aOrigin)
c4bombc[id][0] = floatround(aOrigin[0])
c4bombc[id][1] = floatround(aOrigin[1])
c4bombc[id][2] = floatround(aOrigin[2])
c4state[id] = 1
}
return PLUGIN_CONTINUE
}
/* ==================================================================================================== */
public item_fireball(id)
{
if (fired[id] > 0)
{
hudmsg(id,2.0,"Ognistej kuli mozesz uzyc raz na runde!")
return PLUGIN_HANDLED
}
if (fired[id] == 0 && player_b_fireball[id] > 0 && is_user_alive(id) == 1)
{
fired[id] = 1
new Float:vOrigin[3]
new fEntity
entity_get_vector(id,EV_VEC_origin, vOrigin)
fEntity = create_entity("info_target")
entity_set_model(fEntity, "models/rpgrocket.mdl")
entity_set_origin(fEntity, vOrigin)
entity_set_int(fEntity,EV_INT_effects,64)
entity_set_string(fEntity,EV_SZ_classname,"fireball")
entity_set_int(fEntity, EV_INT_solid, SOLID_BBOX)
entity_set_int(fEntity,EV_INT_movetype,5)
entity_set_edict(fEntity,EV_ENT_owner,id)
//Send forward
new Float:fl_iNewVelocity[3]
VelocityByAim(id, 500, fl_iNewVelocity)
entity_set_vector(fEntity, EV_VEC_velocity, fl_iNewVelocity)
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(22)
write_short(fEntity)
write_short(sprite_beam)
write_byte(45)
write_byte(4)
write_byte(255)
write_byte(0)
write_byte(0)
write_byte(25)
message_end()
}
return PLUGIN_HANDLED
}
/* ==================================================================================================== */
public add_bonus_redirect(id)
{
if (player_b_redirect[id] > 0)
{
if (get_user_health(id)+player_b_redirect[id] <= race_heal[player_class[id]]+player_strength[id]*1)
{
set_user_health(id,get_user_health(id)+player_b_redirect[id])
}
}
}
/* ==================================================================================================== */
public item_ghost(id)
{
if (ghoststate[id] == 0 && player_b_ghost[id] > 0 && is_user_alive(id) && !ghost_check)
{
set_user_noclip(id,1)
ghoststate[id] = 2
ghosttime[id] = floatround(halflife_time())
ghost_check = true
message_begin( MSG_ONE, gmsgBartimer, {0,0,0}, id )
write_byte( player_b_ghost[id]+1 )
write_byte( 0 )
message_end()
}
else
{
hudmsg(id,3.0,"Tylko jeden gracz moze uzywac Ducha w tym samym czasie! / Przedmiot zostal uzyty!")
}
}
/* ==================================================================================================== */
public add_strength_bonus(id)
{
set_user_health(id,race_heal[player_class[id]]+player_strength[id]*2)
}
/* ==================================================================================================== */
public add_bonus_darksteel(attacker,id,damage)
{
if (player_b_darksteel[attacker] > 0)
{
if (UTIL_In_FOV(attacker,id) && !UTIL_In_FOV(id,attacker))
{
new dam = floatround (15+player_strength[id]*2*player_b_darksteel[id]/10.0)
Effect_Bleed(id,248)
Hurt_Entity(attacker,id,dam+0.0)
}
}
}
/* ==================================================================================================== */
public item_eye(id)
{
if (player_b_eye[id] == -1)
{
//place camera
new Float:playerOrigin[3]
entity_get_vector(id,EV_VEC_origin,playerOrigin)
new ent = create_entity("info_target")
entity_set_string(ent, EV_SZ_classname, "PlayerCamera")
entity_set_int(ent, EV_INT_movetype, MOVETYPE_NOCLIP)
entity_set_int(ent, EV_INT_solid, SOLID_NOT)
entity_set_edict(ent, EV_ENT_owner, id)
entity_set_model(ent, "models/rpgrocket.mdl") //Just something
entity_set_origin(ent,playerOrigin)
entity_set_int(ent,EV_INT_iuser1,0) //Viewing through this camera
set_rendering (ent,kRenderFxNone, 0,0,0, kRenderTransTexture,0)
entity_set_float(ent,EV_FL_nextthink,halflife_time() + 0.01)
player_b_eye[id] = ent
}
else
{
//view through camera or stop viewing
new ent = player_b_eye[id]
if (!is_valid_ent(ent))
{
attach_view(id,id)
return PLUGIN_HANDLED
}
new viewing = entity_get_int(ent,EV_INT_iuser1)
if (viewing)
{
entity_set_int(ent,EV_INT_iuser1,0)
attach_view(id,id)
}
else
{
entity_set_int(ent,EV_INT_iuser1,1)
attach_view(id,ent)
}
}
return PLUGIN_HANDLED
}
/* ==================================================================================================== */
//Called when PlayerCamera thinks
public Think_PlayerCamera(ent)
{
new id = entity_get_edict(ent,EV_ENT_owner)
//Check if player is still having the item and is still online
if (!is_valid_ent(id) || player_b_eye[id] == 0 || !is_user_connected(id))
{
//remove entity
if (is_valid_ent(id) && is_user_connected(id)) attach_view(id,id)
remove_entity(ent)
}
else
{
//Dont use cpu when not alive anyway or not viewing
if (!is_user_alive(id))
{
entity_set_float(ent,EV_FL_nextthink,halflife_time() + 3.0)
return PLUGIN_HANDLED
}
if (!entity_get_int(ent,EV_INT_iuser1))
{
entity_set_float(ent,EV_FL_nextthink,halflife_time() + 0.5)
return PLUGIN_HANDLED
}
entity_set_float(ent,EV_FL_nextthink,halflife_time() + 0.01)
//Find nearest player to camera
new Float:pOrigin[3],Float:plOrigin[3],Float:ret[3]
entity_get_vector(ent,EV_VEC_origin,plOrigin)
new Float:distrec = 2000.0, winent = -1
for (new i=0; i<MAX; i++)
{
if (is_user_connected(i) && is_user_alive(i))
{
entity_get_vector(i,EV_VEC_origin,pOrigin)
pOrigin[2]+=10.0
if (trace_line ( 0, plOrigin, pOrigin, ret ) == i && vector_distance(pOrigin,plOrigin) < distrec)
{
winent = i
distrec = vector_distance(pOrigin,plOrigin)
}
}
}
//Traceline and updown is still revresed
if (winent > -1)
{
new Float:toplayer[3], Float:ideal[3],Float:pOrigin[3]
entity_get_vector(winent,EV_VEC_origin,pOrigin)
pOrigin[2]+=10.0
toplayer[0] = pOrigin[0]-plOrigin[0]
toplayer[1] = pOrigin[1]-plOrigin[1]
toplayer[2] = pOrigin[2]-plOrigin[2]
vector_to_angle ( toplayer, ideal )
ideal[0] = ideal[0]*-1
entity_set_vector(ent,EV_VEC_angles,ideal)
}
}
return PLUGIN_CONTINUE
}
public Create_Line(id,origin1[3],origin2[3],bool:draw)
{
if (draw)
{
message_begin(MSG_ONE,SVC_TEMPENTITY,{0,0,0},id)
write_byte(0)
write_coord(origin1[0]) // starting pos
write_coord(origin1[1])
write_coord(origin1[2])
write_coord(origin2[0]) // ending pos
write_coord(origin2[1])
write_coord(origin2[2])
write_short(sprite_line) // sprite index
write_byte(1) // starting frame
write_byte(5) // frame rate
write_byte(2) // life
write_byte(3) // line width
write_byte(0) // noise
write_byte(255) // RED
write_byte(50) // GREEN
write_byte(50) // BLUE
write_byte(155) // brightness
write_byte(5) // scroll speed
message_end()
}
new Float:ret[3],Float:fOrigin1[3],Float:fOrigin2[3]
//So we dont hit ourself
origin1[2]+=50
IVecFVec(origin1,fOrigin1)
IVecFVec(origin2,fOrigin2)
new hit = trace_line ( 0, fOrigin1, fOrigin2, ret )
return hit
}
/* ==================================================================================================== */
public Prethink_Blink(id)
{
if( get_user_button(id) & IN_ATTACK2 && !(get_user_oldbutton(id) & IN_ATTACK2) && is_user_alive(id))
{
new clip, ammo
new weapon = get_user_weapon(id,clip,ammo)
if (weapon == CSW_KNIFE)
{
if (halflife_time()-player_b_blink[id] <= 3) return PLUGIN_HANDLED
player_b_blink[id] = floatround(halflife_time())
UTIL_Teleport(id,300+15*player_intelligence[id])
}
}
return PLUGIN_CONTINUE
}
/* ==================================================================================================== */
/*
Called on end or mapchange -- Save items for players
public plugin_end()
{
new Datafile[64], amxbasedir[64]
//build_path(Datafile,63,"$basedir/diablo/datafile.txt")
get_basedir(amxbasedir,63)
format(Datafile,63,"%s/diablo/datafile.txt",amxbasedir)
if(file_exists(Datafile)) delete_file(Datafile)
//Write name and item for each player
for (new i=0; i < MAX; i++)
{
if (player_dc_item[i] > 0 && player_dc_item[i] != 100) //unique
{
new data[100]
format(data,99,"%s^"%i^"",player_dc_name[i],player_dc_item[i])
write_file(Datafile,data)
}
}
}
*/
/* ==================================================================================================== */
/* ==================================================================================================== */
/* ==================================================================================================== */
/* ==================================================================================================== */
public item_convertmoney(id)
{
new maxhealth = race_heal[player_class[id]]+player_strength[id]*2
if (cs_get_user_money(id) < 1000)
hudmsg(id,2.0,"Nie masz wystarczajacej ilosci zlota, zeby zamienic je w zycie")
else if (get_user_health(id) == maxhealth)
hudmsg(id,2.0,"Masz maksymalna ilosc zycia")
else
{
cs_set_user_money(id,cs_get_user_money(id)-1000)
if (get_user_health(id)+15<= maxhealth)
set_user_health(id,get_user_health(id)+15)
else
set_user_health(id,maxhealth)
Display_Fade(id,2600,2600,0,0,255,0,15)
}
}
public item_windwalk(id)
{
//First time this round
if (player_b_usingwind[id] == 0)
{
new szId[10]
num_to_str(id,szId,9)
player_b_usingwind[id] = 1
set_renderchange(id)
engclient_cmd(id,"weapon_knife")
set_user_maxspeed(id,500.0)
new Float:val = player_b_windwalk[id] + 0.0
set_task(val,"resetwindwalk",0,szId,32)
message_begin( MSG_ONE, gmsgBartimer, {0,0,0}, id )
write_byte( player_b_windwalk[id])
write_byte( 0 )
message_end()
}
//Disable again
else if (player_b_usingwind[id] == 1)
{
player_b_usingwind[id] = 2
set_renderchange(id)
set_user_maxspeed(id,270.0)
message_begin( MSG_ONE, gmsgBartimer, {0,0,0}, id )
write_byte( 0)
write_byte( 0 )
message_end()
}
//Already used
else if (player_b_usingwind[id] == 2)
{
set_hudmessage(220, 30, 30, -1.0, 0.40, 0, 3.0, 2.0, 0.2, 0.3, 5)
show_hudmessage(id, "Ten przedmiot mozesz uzyc raz na runde!")
}
}
public resetwindwalk(szId[])
{
new id = str_to_num(szId)
if (id < 0 || id > MAX)
{
log_amx("Error in resetwindwalk, id: %i out of bounds", id)
}
if (player_b_usingwind[id] == 1)
{
player_b_usingwind[id] = 2
set_renderchange(id)
set_user_maxspeed(id,270.0)
message_begin( MSG_ONE, gmsgBartimer, {0,0,0}, id )
write_byte( 0)
write_byte( 0 )
message_end()
}
}
/* ==================================================================================================== */
public Prethink_usingwind(id)
{
if( get_user_button(id) & IN_ATTACK && is_user_alive(id))
{
new buttons = pev(id,pev_button)
set_pev(id,pev_button,(buttons & ~IN_ATTACK));
return FMRES_HANDLED;
}
if( get_user_button(id) & IN_ATTACK2 && is_user_alive(id))
{
new buttons = pev(id,pev_button)
set_pev(id,pev_button,(buttons & ~IN_ATTACK2));
return FMRES_HANDLED;
}
return PLUGIN_CONTINUE
}
/* ==================================================================================================== */
public cvar_result_func(id, const cvar[], const value[])
{
player_b_oldsen[id] = str_to_float(value)
new svIndex[32]
num_to_str(id,svIndex,32)
set_task(2.5,"resetsens",0,svIndex,32)
}
public resetsens(svIndex[])
{
new id = str_to_num(svIndex)
if (player_b_oldsen[id] > 0.0)
{
client_cmd(id,"sensitivity %f",player_b_oldsen[id])
player_b_oldsen[id] = 0.0
}
message_begin( MSG_ONE, get_user_msgid("StatusIcon"), {0,0,0}, id )
write_byte( 0 )
write_string( "dmg_chem")
write_byte( 100 ) // red
write_byte( 100 ) // green
write_byte( 100 ) // blue
message_end()
}
/* ==================================================================================================== */
public Prethink_confuseme(id)
{
if (player_b_oldsen[id] > 0.0)
client_cmd(id,"sensitivity %f", 25.0)
}
public Bot_Setup()
{
for (new id=0; id < MAX; id++)
{
if (is_user_connected(id) && is_user_bot(id))
{
if (random_num(1,3) == 1 && player_item_id[id] > 0)
client_cmd(id,"say /drop")
while (player_point[id] > 0)
{
player_point[id]--
switch(random_num(1,4))
{
case 1: {
player_agility[id]++
}
case 2: {
player_strength[id]++
}
case 3: {
player_intelligence[id]++
}
case 4: {
player_dextery[id]++
}
}
}
}
}
}
/* ==================================================================================================== */
public host_killed(id)
{
if (player_lvl[id] > 1)
{
hudmsg(id,2.0,"Straciles doswiadczenie za zabicie zakladnikow")
Give_Xp(id,-floatround(3*player_lvl[id]/(1.65-player_lvl[id]/60)))
}
}
/* ==================================================================================================== */
public show_menu_item(id)
{
new text[513]
format(text, 512, "\yNowe Itemy - ^n\w1. Mag ring^n\w2. Paladyn ring^n\w3. Mnich ring^n\w4. Barbarzynca ring^n\w5. Zabojca ring^n\w6. Nekromanta ring^n\w7. Ninja ring^n\w8. Flashbang necklace^n\w9. Zamknij")
new keys
keys = (1<<0)|(1<<1)|(1<<2)|(1<<3)|(1<<4)|(1<<5)|(1<<6)|(1<<7)|(1<<8)
show_menu(id, keys, text)
return PLUGIN_HANDLED
}
public nowe_itemy(id, key)
{
switch(key)
{
case 0:
{
magring(id)
}
case 1:
{
paladynring(id)
}
case 2:
{
mnichring(id)
}
case 3:
{
barbarzyncaring(id)
}
case 4:
{
zabojcaring(id)
}
case 5:
{
nekromantaring(id)
}
case 6:
{
ninjaring(id)
}
case 7:
{
flashbangnecklace(id)
}
case 8:
{
return PLUGIN_HANDLED
}
}
return PLUGIN_HANDLED
}
public magring(id)
{
showitem(id,"Mag ring","Common","None","<br>Dostajesz +5 inteligencji.<br>Druga funcja: Mozesz wytworzyc ognista kule<br><br>")
}
public paladynring(id)
{
showitem(id,"Paladyn ring","Common","None","<br>Redukuje normalne obrazenia i masz szanse na oslepienie gracza<br><br>")
}
public mnichring(id)
{
showitem(id,"Mnich ring","Common","None","<br>Mozesz leczyc osoby z teamu, klasc totem ktory leczy cie i towje hp jest odnawiane co 5 sek<br><br>")
}
public barbarzyncaring(id)
{
showitem(id,"Barbarzynca ring","Common","None","<br>Ten item dodaje ci +5 sily i jak zginiesz wybuchasz<br><br>")
}
public zabojcaring(id)
{
showitem(id,"Zabojca ring","Common","None","<br>Dodaje ci +5 agility i mozesz zrobic podwojny skok<br><br>")
}
public nekromantaring(id)
{
showitem(id,"Nekromanta ring","Common","None","<br>Mozesz ponownie odrodzic sie.<br>Dostajesz vampiric obraznia<br><br>")
}
public ninjaring(id)
{
showitem(id,"Ninja ring","Common","None","<br>Mozesz teleportowac sie co 3 sekundy jesli uzyjesz prawego ataku noza.<br>Druga funkcja : kucnij aby zrobic dlugi skok<br><br>")
}
public flashbangnecklace(id)
{
showitem(id,"Flashbang necklece","Common","None","<br>Flashbangi na ciebie nie dzialaja<br><br>")
}
/* ==================================================================================================== */
public showmenu(id)
{
new text[513]
new keys = (1<<0)|(1<<1)|(1<<2)|(1<<3)|(1<<4)|(1<<5)|(1<<9)
format(text, 512, "\yOpcje - ^n\w1. Informacje o przedmiocie^n\w2. Upusc obecny przedmiot^n\w3. Pokaz pomoc^n\w4. Uzyj mocy przedmiotu^n\w5. Kup Rune^n\w6. Informacje o statystykach^n^n\w0. Zamknij")
show_menu(id, keys, text)
return PLUGIN_HANDLED
}
public option_menu(id, key)
{
switch(key)
{
case 0:
{
iteminfo(id)
}
case 1:
{
dropitem(id)
}
case 2:
{
helpme(id)
}
case 3:
{
Use_Spell(id)
}
case 4:
{
buyrune(id)
}
case 5:
{
showskills(id)
}
case 9:
{
return PLUGIN_HANDLED
}
}
return PLUGIN_HANDLED
}
public Prethink_froglegs(id)
{
if (get_user_button(id) & IN_DUCK)
{
//start holding down button here, set to halflife time
if (player_b_froglegs[id] == 1)
{
player_b_froglegs[id] = floatround(halflife_time())
}
else
{
if (floatround(halflife_time())-player_b_froglegs[id] >= 2.0)
{
new Float:fl_iNewVelocity[3]
VelocityByAim(id, 1000, fl_iNewVelocity)
fl_iNewVelocity[2] = 210.0
entity_set_vector(id, EV_VEC_velocity, fl_iNewVelocity)
player_b_froglegs[id] = 1
}
}
}
else
{
player_b_froglegs[id] = 1
}
}
/* ==================================================================================================== */
public select_class(id)
{
if(is_user_bot(id)) return
new lx[9]
new text[512]
new keys = (1<<0)|(1<<1)|(1<<2)|(1<<3)|(1<<4)|(1<<5)|(1<<6)|(1<<7)
format(text, 511,"\yWybierz Klase - ^n\w1. Mag^t^tLevel :%d ^n\w2. Paladyn^tLevel :%d ^n\w3. Mnich^t^tLevel :%d ^n\w4. Zabojca^tLevel :%d ^n\w5. Barbarzynca^tLevel :%d ^n\w6. Nekromanta^tLevel :%d ^n\w7. Ninja^t^tLevel :%d ^n\w8. Lowca^t^tLevel :%d",lx[Mag],lx[Paladyn],lx[Mnich],lx[Zabojca],lx[Barbarzynca],lx[Nekromanta],lx[Ninja],lx[Hunter])
keys = (1<<0)|(1<<1)|(1<<2)|(1<<3)|(1<<4)|(1<<5)|(1<<6)|(1<<7)|(1<<8)
show_menu(id, keys, text)
}
public select_class_menu(id, key)
{
g_haskit[id] = 0
switch(key)
{
case 0:
{
player_class[id] = Mag
}
case 1:
{
player_class[id] = Paladyn
}
case 2:
{
player_class[id] = Mnich
}
case 3:
{
player_class[id] = Zabojca
}
case 4:
{
player_class[id] = Barbarzynca
}
case 5:
{
player_class[id] = Nekromanta
g_haskit[id] = 1
}
case 6:
{
player_class[id] = Ninja
}
case 7:
{
player_class[id] = Hunter
g_GrenadeTrap[id] = 1
}
case 8:
{
return PLUGIN_HANDLED
}
}
LoadXP(id)
CurWeapon(id)
give_knife(id)
return PLUGIN_HANDLED
}
/* ==================================================================================================== */
public check_class()
{
for (new id=0; id < 33; id++)
{
if((player_class[id] == Ninja) && (is_user_connected(id)))
{
if (is_user_alive(id)) set_user_armor(id,100)
}
set_gravitychange(id)
set_renderchange(id)
}
}
/* ==================================================================================================== */
public add_barbarian_bonus(id)
{
if (player_class[id] == Barbarzynca)
{
new maxhealth = race_heal[player_class[id]]+player_strength[id]*2
if (get_user_health(id)+25 <= maxhealth)
{
set_user_health(id,get_user_health(id)+25)
}
else
{
set_user_health(id,maxhealth)
}
}
}
/* ==================================================================================================== */
public add_bonus_necromancer(attacker_id,id)
{
if (player_class[attacker_id] == Nekromanta)
{
if (get_user_health(id) - 10 <= 0)
{
set_user_health(id,random_num(1,3))
}
else
{
set_user_health(id,get_user_health(id)-10)
}
}
}
/* ==================================================================================================== */
//What modules are required
public plugin_modules()
{
require_module("engine")
require_module("cstrike")
require_module("fun")
require_module("fakemeta")
}
/* ==================================================================================================== */
//Find the nearest alive opponent in our view
public UTIL_FindNearestOpponent(id,maxdist)
{
new best = 99999
new entfound = -1
new MyOrigin[3]
get_user_origin(id,MyOrigin)
for (new i=1; i < MAX; i++)
{
if (i == id || !is_user_connected(i) || !is_user_alive(i) || get_user_team(id) == get_user_team(i))
continue
new TempOrigin[3],Float:fTempOrigin[3]
get_user_origin(i,TempOrigin)
IVecFVec(TempOrigin,fTempOrigin)
if (!UTIL_IsInView(id,i))
continue
new dist = get_distance ( MyOrigin,TempOrigin )
if ( dist < maxdist && dist < best)
{
best = dist
entfound = i
}
}
return entfound
}
/* ==================================================================================================== */
//Basicly see's if we can draw a straight line to the target without interference
public bool:UTIL_IsInView(id,target)
{
new Float:IdOrigin[3], Float:TargetOrigin[3], Float:ret[3]
new iIdOrigin[3], iTargetOrigin[3]
get_user_origin(id,iIdOrigin,1)
get_user_origin(target,iTargetOrigin,1)
IVecFVec(iIdOrigin,IdOrigin)
IVecFVec(iTargetOrigin, TargetOrigin)
if ( trace_line ( 1, IdOrigin, TargetOrigin, ret ) == target)
return true
if ( get_distance_f(TargetOrigin,ret) < 10.0)
return true
return false
}
/* ==================================================================================================== */
public item_dagon(id)
{
if (player_b_dagfired[id])
{
set_hudmessage(220, 30, 30, -1.0, 0.40, 0, 3.0, 2.0, 0.2, 0.3, 5)
show_hudmessage(id, "Tego przedmiotu mozesz uzyc raz na runde")
return PLUGIN_HANDLED
}
//Target nearest non-friendly player
new target = UTIL_FindNearestOpponent(id,600+player_intelligence[id]*20)
if (target == -1)
return PLUGIN_HANDLED
new DagonDamage = player_b_dagon[id]*20
new Red = 0
if (player_b_dagon[id] == 1) Red = 175
else if (player_b_dagon[id] == 2) Red = 225
else if (player_b_dagon[id] > 2) Red = 255
//Dagon damage done is reduced by the targets dextery
DagonDamage-=player_dextery[target]*2
if (DagonDamage < 0)
DagonDamage = 0
new Hit[3]
get_user_origin(target,Hit)
//Create Lightning
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(1) // TE_BEAMENTPOINT
write_short(id)
write_coord(Hit[0])
write_coord(Hit[1])
write_coord(Hit[2])
write_short(sprite_lgt)
write_byte(0)
write_byte(1)
write_byte(3)
write_byte(10) //WITD
write_byte(60)
write_byte(Red)
write_byte(0)
write_byte(0)
write_byte(100) //BRIGT
write_byte(0)
message_end()
player_b_dagfired[id] = true
//Apply damage
if (get_user_health(target) - DagonDamage <= 0)
UTIL_Kill(id,target,"world")
else
{
set_user_health(target,get_user_health(target)-DagonDamage)
Display_Fade(target,2600,2600,0,255,0,0,15)
hudmsg(id,2.0,"Twoje ciosy dagon przyjol %i, %i", DagonDamage, player_dextery[target]*2)
}
return PLUGIN_HANDLED
}
/* ==================================================================================================== */
public UTIL_Kill(attacker,id,weapon[])
{
if( is_user_alive(id)){
if(get_user_team(attacker)!=get_user_team(id))
set_user_frags(attacker,get_user_frags(attacker) +1);
if(get_user_team(attacker)==get_user_team(id))
set_user_frags(attacker,get_user_frags(attacker) -1);
if (cs_get_user_money(attacker) + 150 <= 16000)
cs_set_user_money(attacker,cs_get_user_money(attacker)+150)
else
cs_set_user_money(attacker,16000)
cs_set_user_deaths(id, cs_get_user_deaths(id)+1)
user_kill(id,1)
if(is_user_connected(attacker) && attacker!=id)
{
award_kill(attacker,id)
if(is_user_alive(attacker)) award_item(attacker,0)
}
message_begin( MSG_ALL, gmsgDeathMsg,{0,0,0},0)
write_byte(attacker)
write_byte(id)
write_byte(0)
write_string(weapon)
message_end()
message_begin(MSG_ALL,gmsgScoreInfo)
write_byte(attacker)
write_short(get_user_frags(attacker))
write_short(get_user_deaths(attacker))
write_short(0)
write_short(get_user_team(attacker))
message_end()
message_begin(MSG_ALL,gmsgScoreInfo)
write_byte(id)
write_short(get_user_frags(id))
write_short(get_user_deaths(id))
write_short(0)
write_short(get_user_team(id))
message_end()
new kname[32], vname[32], kauthid[32], vauthid[32], kteam[10], vteam[10];
get_user_name(attacker, kname, 31);
get_user_team(attacker, kteam, 9);
get_user_authid(attacker, kauthid, 31);
get_user_name(id, vname, 31);
get_user_team(id, vteam, 9);
get_user_authid(id, vauthid, 31);
log_message("^"%s<%d><%s><%s>^" killed ^"%s<%d><%s><%s>^" with ^"%s^"",
kname, get_user_userid(attacker), kauthid, kteam,
vname, get_user_userid(id), vauthid, vteam, weapon);
}
}
/* ==================================================================================================== */
//Will return 1 if user has amount of money and then substract
public bool:UTIL_Buyformoney(id,amount)
{
if (cs_get_user_money(id) >= amount)
{
cs_set_user_money(id,cs_get_user_money(id)-amount)
return true
}
else
{
hudmsg(id,2.0,"Nie masz tyle zlota")
return false
}
return false
}
public buyrune(id)
{
new text[513]
format(text, 512, "\ySklep z runami - ^n\w1. Upgrade [Moze ulepszyc item] - \r$9000^n\w Uwaga nie kazdy item sie da ulepszyc ^n\Slabe itemy latwo ulepszyc ^n\w4 Mocne itemy moga ulec uszkodzeniu ^n\w5. Sol [Dostajesz losowy przedmiot] \r$5000^n\w6. Zal [Dostajesz doswiadczenia] \r$14500^n^n\w0. Zamknij")
new keys = (1<<0)|(1<<4)|(1<<5)|(1<<9)
show_menu(id, keys, text)
return PLUGIN_HANDLED
}
public select_rune_menu(id, key)
{
switch(key)
{
case 0:
{
if (!UTIL_Buyformoney(id,9000))
return PLUGIN_HANDLED
upgrade_item(id)
}
case 4:
{
if (!UTIL_Buyformoney(id,5000))
return PLUGIN_HANDLED
award_item(id,0)
return PLUGIN_HANDLED
}
case 5:
{
if (!UTIL_Buyformoney(id,14500))
return PLUGIN_HANDLED
new exp = get_cvar_num("diablo_xpbonus")*random_num(3,10)+player_lvl[id]*get_cvar_num("diablo_xpbonus")/20
Give_Xp(id,exp)
client_print(id,print_center,"dostales %d expa!",exp)
return PLUGIN_HANDLED
}
case 9:
{
return PLUGIN_HANDLED
}
}
return PLUGIN_HANDLED
}
public upgrade_item(id)
{
if(item_durability[id]>0) item_durability[id] += random_num(-50,50)
if(player_b_jumpx[id]>0) player_b_jumpx[id] += random_num(0,1)
if(player_b_vampire[id]>0)
{
if(player_b_vampire[id]>20) player_b_vampire[id] += random_num(-1,2)
else if(player_b_vampire[id]>10) player_b_vampire[id] += random_num(0,2)
else player_b_vampire[id]+= random_num(1,3)
}
if(player_b_damage[id]>0) player_b_damage[id] += random_num(0,3)
if(player_b_money[id]!=0) player_b_money[id]+= random_num(-100,300)
if(player_b_gravity[id]>0)
{
if(player_b_gravity[id]<3) player_b_gravity[id]+=random_num(0,2)
else if(player_b_gravity[id]<5) player_b_gravity[id]+=random_num(1,3)
else if(player_b_gravity[id]<8) player_b_gravity[id]+=random_num(-1,3)
else if(player_b_gravity[id]<10) player_b_gravity[id]+=random_num(0,1)
}
if(player_b_inv[id]>0)
{
if(player_b_inv[id]>200) player_b_inv[id]-=random_num(0,50)
else if(player_b_inv[id]>100) player_b_inv[id]-=random_num(-25,50)
else if(player_b_inv[id]>50) player_b_inv[id]-=random_num(-10,20)
else if(player_b_inv[id]>25) player_b_inv[id]-=random_num(-10,10)
}
if(player_b_grenade[id]>0)
{
if(player_b_grenade[id]>4) player_b_grenade[id]-=random_num(0,2)
else if(player_b_grenade[id]>2) player_b_grenade[id]-=random_num(0,1)
else if(player_b_grenade[id]==2) player_b_grenade[id]-=random_num(-1,1)
}
if(player_b_reduceH[id]>0) player_b_reduceH[id]-=random_num(0,player_b_reduceH[id])
if(player_b_theif[id]>0) player_b_theif[id] += random_num(0,250)
if(player_b_respawn[id]>0)
{
if(player_b_respawn[id]>2) player_b_respawn[id]-=random_num(0,1)
else if(player_b_respawn[id]>1) player_b_respawn[id]-=random_num(-1,1)
}
if(player_b_explode[id]>0)player_b_explode[id] += random_num(0,50)
if(player_b_heal[id]>0)
{
if(player_b_heal[id]>20) player_b_heal[id]+= random_num(-1,3)
else if(player_b_heal[id]>10) player_b_heal[id]+= random_num(0,4)
else player_b_heal[id]+= random_num(2,6)
}
if(player_b_blind[id]>0)
{
if(player_b_blind[id]>5) player_b_blind[id]-= random_num(0,2)
else if(player_b_blind[id]>1) player_b_blind[id]-= random_num(0,1)
}
if(player_b_teamheal[id]>0) player_b_teamheal[id] += random_num(0,5)
if(player_b_redirect[id]>0) player_b_redirect[id]+= random_num(0,2)
if(player_b_fireball[id]>0) player_b_fireball[id]+= random_num(0,33)
if(player_b_ghost[id]>0) player_b_ghost[id]+= random_num(0,1)
if(player_b_windwalk[id]>0) player_b_windwalk[id] += random_num(0,1)
if(player_b_dagon[id]>0) player_b_dagon[id] += random_num(0,1)
if(player_b_sniper[id]>0)
{
if(player_b_sniper[id]>5) player_b_sniper[id]-=random_num(0,2)
else if(player_b_sniper[id]>2) player_b_sniper[id]-=random_num(0,1)
else if(player_b_sniper[id]>1) player_b_sniper[id]-=random_num(-1,1)
}
if(player_b_extrastats[id]>0) player_b_extrastats[id] += random_num(0,2)
if(player_b_firetotem[id]>0) player_b_firetotem[id] += random_num(0,50)
if(player_b_darksteel[id]>0) player_b_darksteel[id] += random_num(0,2)
if(player_b_mine[id]>0) player_b_mine[id] += random_num(0,1)
if(player_sword[id]>0)
{
if(player_b_jumpx[id]==0 && random_num(0,10)==10) player_b_jumpx[id]=1
if(player_b_vampire[id]==0 && random_num(0,10)==10) player_b_vampire[id]=1
if(player_b_gravity[id]==0 && random_num(0,10)==10) player_b_gravity[id]=1
if(player_b_respawn[id]==0 && random_num(0,10)==5) player_b_respawn[id]=15
else if(player_b_respawn[id]>2 && random_num(0,10)==5) player_b_respawn[id]+=random_num(0,1)
if(player_b_ghost[id]==0 && random_num(0,10)==10) player_b_ghost[id]=1
if(player_b_darksteel[id]==0 && random_num(0,10)==10) player_b_darksteel[id]=1
}
}
/* ==================================================================================================== */
//Blocks fullupdate (can reset hud)
public fullupdate(id)
{
return PLUGIN_HANDLED
}
/* ==================================================================================================== */
public add_bonus_scoutdamage(attacker_id,id,weapon)
{
if (player_b_sniper[attacker_id] > 0 && get_user_team(attacker_id) != get_user_team(id) && weapon == CSW_SCOUT && player_class[id]!=Ninja)
{
if (!is_user_alive(id))
return PLUGIN_HANDLED
if (random_num(1,player_b_sniper[attacker_id]) == 1)
UTIL_Kill(attacker_id,id,"scout")
}
return PLUGIN_HANDLED
}
/* ==================================================================================================== */
public add_bonus_illusion(attacker_id,id,weapon)
{
if(HasFlag(id,Flag_Illusion))
{
new weaponname[32]
get_weaponname( weapon, weaponname, 31 )
replace(weaponname, 31, "weapon_", "")
UTIL_Kill(attacker_id,id,weaponname)
}
}
/* ==================================================================================================== */
public item_take_damage(id,damage)
{
new itemdamage = get_cvar_num("diablo_durability")
if (player_item_id[id] > 0 && item_durability[id] >= 0 && itemdamage> 0 && damage > 5)
{
//Make item take damage
if (item_durability[id] - itemdamage <= 0)
{
item_durability[id]-=itemdamage
dropitem(id)
}
else
{
item_durability[id]-=itemdamage
}
}
}
/* ==================================================================================================== */
//From twistedeuphoria plugin
public Prethink_Doublejump(id)
{
if(!is_user_alive(id))
return PLUGIN_HANDLED
if((get_user_button(id) & IN_JUMP) && !(get_entity_flags(id) & FL_ONGROUND) && !(get_user_oldbutton(id) & IN_JUMP))
{
if(jumps[id] < player_b_jumpx[id])
{
dojump[id] = true
jumps[id]++
return PLUGIN_HANDLED
}
}
if((get_user_button(id) & IN_JUMP) && (get_entity_flags(id) & FL_ONGROUND))
{
jumps[id] = 0
return PLUGIN_CONTINUE
}
return PLUGIN_HANDLED
}
public Postthink_Doubeljump(id)
{
if(!is_user_alive(id))
return PLUGIN_HANDLED
if(dojump[id] == true)
{
new Float:velocity[3]
entity_get_vector(id,EV_VEC_velocity,velocity)
velocity[2] = random_float(265.0,285.0)
entity_set_vector(id,EV_VEC_velocity,velocity)
dojump[id] = false
return PLUGIN_CONTINUE
}
return PLUGIN_HANDLED
}
/* ==================================================================================================== */
public spawn_powerup(Float:sOrigin[3])
{
new ent = create_entity("info_target")
entity_set_string(ent, EV_SZ_classname, "PowerUp")
entity_set_int(ent, EV_INT_movetype, MOVETYPE_TOSS)
entity_set_int(ent, EV_INT_solid, SOLID_BBOX)
entity_set_model(ent, "models/bag.mdl")
set_rendering(ent, kRenderFxGlowShell, 0,0,0, kRenderNormal, 255)
entity_set_origin(ent,sOrigin)
entity_set_int(ent,EV_INT_iuser1,0) //Amount of color glow
new Float:maxs[3] = {16.0,16.0,6.0}
new Float:mins[3] = {-16.0,-16.0,-6.0}
entity_set_size(ent,mins,maxs)
powerup_taken = false
entity_set_float(ent,EV_FL_nextthink,halflife_time() + 0.01)
}
public award_powerup(id)
{
if (is_user_connected(id) && is_user_alive(id) && !powerup_taken)
{
if (random_num(1,2) == 1)
{
if (cs_get_user_money(id) < 5000)
cs_set_user_money(id,5000)
else if (cs_get_user_money(id) < 10000)
cs_set_user_money(id,10000)
else if (cs_get_user_money(id) < 16000)
cs_set_user_money(id,16000)
set_hudmessage(100, 200, 55, -1.0, 0.40, 0, 3.0, 2.0, 0.2, 0.3, 5)
show_hudmessage(id, "Powerup: Prezent pieniezny")
}
else
{
Give_Xp(id,get_cvar_num("diablo_xpbonus")*2)
set_hudmessage(100, 200, 55, -1.0, 0.40, 0, 3.0, 2.0, 0.2, 0.3, 5)
show_hudmessage(id, "Powerup: Doswiadczenie")
}
powerup_taken = true
}
}
public Think_PowerUp(ent)
{
//If set to delete
if (entity_get_int(ent,EV_INT_iuser2) == 1)
{
remove_entity(ent)
return PLUGIN_HANDLED
}
new glow = entity_get_int(ent,EV_INT_iuser1)
if (glow < 255)
{
glow++
entity_set_int(ent,EV_INT_iuser1,glow)
}
set_rendering(ent, kRenderFxGlowShell, 0,glow,0, kRenderNormal, 255)
entity_set_float(ent,EV_FL_nextthink,halflife_time() + 0.5)
return PLUGIN_CONTINUE
}
/* ==================================================================================================== */
public register_place(kid)
{
if (!spawnset)
return PLUGIN_HANDLED
new Place[3]
get_user_origin(kid,Place,0)
new distCTstart = get_distance(Place,CTstart)
new distTstart = get_distance(Place,Tstart)
if (distCTstart > 300 && distTstart > 300 && abs(distCTstart - distTstart) < 150)
{
if (havespawn)
{
if (random_num(1,3) == 3)
NextPowerup = Place
}
else
{
havespawn = true
NextPowerup = Place
}
}
return PLUGIN_CONTINUE
}
/* ==================================================================================================== */
public SpawnPowerup()
{
if (!spawnset || !havespawn)
return PLUGIN_HANDLED
new chance = get_cvar_num("diablo_spawnchance")
if (random_num(1,chance) == 1)
{
//Dont spawn if one is already there
if (find_ent_by_class(-1,"PowerUp") > 0)
return PLUGIN_HANDLED
//Spawn powerup
new Float:spawnplace[3]
IVecFVec(NextPowerup,spawnplace)
spawn_powerup(spawnplace)
}
return PLUGIN_CONTINUE
}
/* ==================================================================================================== */
public eventGrenade(id)
{
new id = read_data(1)
if (player_b_grenade[id] > 0 || player_b_smokehit[id] > 0)
{
set_task(0.1, "makeGlow", id)
}
}
public makeGlow(id)
{
new grenade
new greModel[100]
grenade = get_grenade(id)
if( grenade )
{
entity_get_string(grenade, EV_SZ_model, greModel, 99)
if(equali(greModel, "models/w_hegrenade.mdl" ) && player_b_grenade[id] > 0 )
set_rendering(grenade, kRenderFxGlowShell, 255,0,0, kRenderNormal, 255)
if(equali(greModel, "models/w_smokegrenade.mdl" ) && player_b_smokehit[id] > 0 )
{
set_rendering(grenade, kRenderFxGlowShell, 0,255,255, kRenderNormal, 255)
}
}
}
/* ==================================================================================================== */
public BoostStats(id,amount)
{
player_strength[id]+=amount
player_dextery[id]+=amount
player_agility[id]+=amount
player_intelligence[id]+=amount
}
public SubtractStats(id,amount)
{
player_strength[id]-=amount
player_dextery[id]-=amount
player_agility[id]-=amount
player_intelligence[id]-=amount
}
public BoostRing(id)
{
switch(player_ring[id])
{
case 1: player_intelligence[id]+=5
case 2: player_strength[id]+=5
case 3: player_agility[id]+=5
}
}
public SubtractRing(id)
{
switch(player_ring[id])
{
case 1: player_intelligence[id]-=5
case 2: player_strength[id]-=5
case 3: player_agility[id]-=5
}
}
/* ==================================================================================================== */
public SelectBotRace(id)
{
if (!is_user_bot(id))
return PLUGIN_HANDLED
if (player_class[id] == 0)
{
player_class[id] = random_num(1,7)
//load_xp(id)
}
return PLUGIN_CONTINUE
}
/* ==================================================================================================== */
public showskills(id)
{
new Skillsinfo[768]
format(Skillsinfo,767,"Masz %i sily - to daje tobie %i zycia<br><br>Masz %i zwinnosci - to daje tobie szybsze bieganie o %i punkow i redukuje sile atakow magia %i%%<br><br>Masz %i zrecznosci - Redukuje obrazenia z normalnych atkow %0.0f%%<br><br>Masz %i inteligencji - to daje im wieksza moc przedmiotom ktorych da sie uzyc<br>",
player_strength[id],
player_strength[id]*2,
player_dextery[id],
floatround(player_dextery[id]*1.3),
player_dextery[id]*3,
player_agility[id],
player_damreduction[id]*100,
player_intelligence[id])
showitem(id,"Skills","None","None", Skillsinfo)
}
/* ==================================================================================================== */
public UTIL_Teleport(id,distance)
{
Set_Origin_Forward(id,distance)
new origin[3]
get_user_origin(id,origin)
//Particle burst ie. teleport effect
message_begin(MSG_BROADCAST ,SVC_TEMPENTITY) //message begin
write_byte(TE_PARTICLEBURST )
write_coord(origin[0]) // origin
write_coord(origin[1]) // origin
write_coord(origin[2]) // origin
write_short(20) // radius
write_byte(1) // particle color
write_byte(4) // duration * 10 will be randomized a bit
message_end()
}
stock Set_Origin_Forward(id, distance)
{
new Float:origin[3]
new Float:angles[3]
new Float:teleport[3]
new Float:heightplus = 10.0
new Float:playerheight = 64.0
new bool:recalculate = false
new bool:foundheight = false
pev(id,pev_origin,origin)
pev(id,pev_angles,angles)
teleport[0] = origin[0] + distance * floatcos(angles[1],degrees) * floatabs(floatcos(angles[0],degrees));
teleport[1] = origin[1] + distance * floatsin(angles[1],degrees) * floatabs(floatcos(angles[0],degrees));
teleport[2] = origin[2]+heightplus
while (!Can_Trace_Line_Origin(origin,teleport) || Is_Point_Stuck(teleport,48.0))
{
if (distance < 10)
break;
//First see if we can raise the height to MAX playerheight, if we can, it's a hill and we can teleport there
for (new i=1; i < playerheight+20.0; i++)
{
teleport[2]+=i
if (Can_Trace_Line_Origin(origin,teleport) && !Is_Point_Stuck(teleport,48.0))
{
foundheight = true
heightplus += i
break
}
teleport[2]-=i
}
if (foundheight)
break
recalculate = true
distance-=10
teleport[0] = origin[0] + (distance+32) * floatcos(angles[1],degrees) * floatabs(floatcos(angles[0],degrees));
teleport[1] = origin[1] + (distance+32) * floatsin(angles[1],degrees) * floatabs(floatcos(angles[0],degrees));
teleport[2] = origin[2]+heightplus
}
if (!recalculate)
{
set_pev(id,pev_origin,teleport)
return PLUGIN_CONTINUE
}
teleport[0] = origin[0] + distance * floatcos(angles[1],degrees) * floatabs(floatcos(angles[0],degrees));
teleport[1] = origin[1] + distance * floatsin(angles[1],degrees) * floatabs(floatcos(angles[0],degrees));
teleport[2] = origin[2]+heightplus
set_pev(id,pev_origin,teleport)
return PLUGIN_CONTINUE
}
stock bool:Can_Trace_Line_Origin(Float:origin1[3], Float:origin2[3])
{
new Float:Origin_Return[3]
new Float:temp1[3]
new Float:temp2[3]
temp1[x] = origin1[x]
temp1[y] = origin1[y]
temp1[z] = origin1[z]-30
temp2[x] = origin2[x]
temp2[y] = origin2[y]
temp2[z] = origin2[z]-30
trace_line(-1, temp1, temp2, Origin_Return)
if (get_distance_f(Origin_Return,temp2) < 1.0)
return true
return false
}
stock bool:Is_Point_Stuck(Float:Origin[3], Float:hullsize)
{
new Float:temp[3]
new Float:iterator = hullsize/3
temp[2] = Origin[2]
for (new Float:i=Origin[0]-hullsize; i < Origin[0]+hullsize; i+=iterator)
{
for (new Float:j=Origin[1]-hullsize; j < Origin[1]+hullsize; j+=iterator)
{
//72 mod 6 = 0
for (new Float:k=Origin[2]-CS_PLAYER_HEIGHT; k < Origin[2]+CS_PLAYER_HEIGHT; k+=6)
{
temp[0] = i
temp[1] = j
temp[2] = k
if (point_contents(temp) != -1)
return true
}
}
}
return false
}
stock Effect_Bleed(id,color)
{
new origin[3]
get_user_origin(id,origin)
new dx, dy, dz
for(new i = 0; i < 3; i++)
{
dx = random_num(-15,15)
dy = random_num(-15,15)
dz = random_num(-20,25)
for(new j = 0; j < 2; j++)
{
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(TE_BLOODSPRITE)
write_coord(origin[0]+(dx*j))
write_coord(origin[1]+(dy*j))
write_coord(origin[2]+(dz*j))
write_short(sprite_blood_spray)
write_short(sprite_blood_drop)
write_byte(color) // color index
write_byte(8) // size
message_end()
}
}
}
/* ==================================================================================================== */
public Use_Spell(id)
{
if (player_global_cooldown[id] + GLOBAL_COOLDOWN >= halflife_time())
return PLUGIN_CONTINUE
else
player_global_cooldown[id] = halflife_time()
if (!is_user_alive(id) || !freeze_ended)
return PLUGIN_CONTINUE
/*See if USE button is used for anything else..
1) Close to bomb
2) Close to hostage
3) Close to switch
4) Close to door
*/
new Float:origin[3]
pev(id, pev_origin, origin)
//Func door and func door rotating
new aimid, body
get_user_aiming ( id, aimid, body )
if (aimid > 0)
{
new classname[32]
pev(aimid,pev_classname,classname,31)
if (equal(classname,"func_door_rotating") || equal(classname,"func_door") || equal(classname,"func_button"))
{
new Float:doororigin[3]
pev(aimid, pev_origin, doororigin)
if (get_distance_f(origin, doororigin) < 70 && UTIL_In_FOV(id,aimid))
return PLUGIN_CONTINUE
}
}
//Bomb condition
new bomb
if ((bomb = find_ent_by_model(-1, "grenade", "models/w_c4.mdl")))
{
new Float:bombpos[3]
pev(bomb, pev_origin, bombpos)
//We are near the bomb and have it in FOV.
if (get_distance_f(origin, bombpos) < 100 && UTIL_In_FOV(id,bomb))
return PLUGIN_CONTINUE
}
//Hostage
new hostage = engfunc(EngFunc_FindEntityByString, -1,"classname", "hostage_entity")
while (hostage)
{
new Float:hospos[3]
pev(hostage, pev_origin, hospos)
if (get_distance_f(origin, hospos) < 70 && UTIL_In_FOV(id,hostage))
return PLUGIN_CONTINUE
hostage = engfunc(EngFunc_FindEntityByString, hostage,"classname", "hostage_entity")
}
check_magic(id)
return PLUGIN_CONTINUE
}
/* ==================================================================================================== */
//Angle to all targets in fov
stock Float:Find_Angle(Core,Target,Float:dist)
{
new Float:vec2LOS[2]
new Float:flDot
new Float:CoreOrigin[3]
new Float:TargetOrigin[3]
new Float:CoreAngles[3]
pev(Core,pev_origin,CoreOrigin)
pev(Target,pev_origin,TargetOrigin)
if (get_distance_f(CoreOrigin,TargetOrigin) > dist)
return 0.0
pev(Core,pev_angles, CoreAngles)
for ( new i = 0; i < 2; i++ )
vec2LOS[i] = TargetOrigin[i] - CoreOrigin[i]
new Float:veclength = Vec2DLength(vec2LOS)
//Normalize V2LOS
if (veclength <= 0.0)
{
vec2LOS[x] = 0.0
vec2LOS[y] = 0.0
}
else
{
new Float:flLen = 1.0 / veclength;
vec2LOS[x] = vec2LOS[x]*flLen
vec2LOS[y] = vec2LOS[y]*flLen
}
//Do a makevector to make v_forward right
engfunc(EngFunc_MakeVectors,CoreAngles)
new Float:v_forward[3]
new Float:v_forward2D[2]
get_global_vector(GL_v_forward, v_forward)
v_forward2D[x] = v_forward[x]
v_forward2D[y] = v_forward[y]
flDot = vec2LOS[x]*v_forward2D[x]+vec2LOS[y]*v_forward2D[y]
if ( flDot > 0.5 )
{
return flDot
}
return 0.0
}
stock Float:Vec2DLength( Float:Vec[2] )
{
return floatsqroot(Vec[x]*Vec[x] + Vec[y]*Vec[y] )
}
stock bool:UTIL_In_FOV(id,target)
{
if (Find_Angle(id,target,9999.9) > 0.0)
return true
return false
}
/* ==================================================================================================== */
public Greet_Player(id)
{
id-=TASK_GREET
new name[32]
get_user_name(id,name,31)
client_print(id,print_chat, "Witaj %s w Diablo Mod PL edited by GuTeK & Miczu napisz /komendy, zeby zobaczec liste komend /pomoc aby dowiedziec sie jak grac", name, "5.6 PL")
}
/* ==================================================================================================== */
stock Display_Fade(id,duration,holdtime,fadetype,red,green,blue,alpha)
{
message_begin( MSG_ONE,get_user_msgid("ScreenFade"),{0,0,0},id )
write_short( duration ) // Duration of fadeout
write_short( holdtime ) // Hold time of color
write_short( fadetype ) // Fade type
write_byte ( red ) // Red
write_byte ( green ) // Green
write_byte ( blue ) // Blue
write_byte ( alpha ) // Alpha
message_end()
}
/* ==================================================================================================== */
public changerace(id)
{
if(freeze_ended && player_class[id]!=NONE ) set_user_health(id,0)
if(player_class[id]!=NONE) savexpcom(id)
player_class[id]=NONE
client_connect(id)
select_class(id)
}
/* ==================================================================================================== */
//Disable autohelp messages and display our own.
public FW_WriteString(string[])
{
if (equal(string,""))
return FMRES_IGNORED
//Disable autohelp
if (equal(string,"#Hint_press_buy_to_purchase") || equal(string,"#Hint_press_buy_to_purchase "))
{
write_string( "" );
return FMRES_SUPERCEDE
}
if (equal(string, "#Hint_spotted_a_friend") || equal(string, "#Hint_you_have_the_bomb"))
{
write_string( "" );
return FMRES_SUPERCEDE
}
return FMRES_IGNORED
}
stock hudmsg(id,Float:display_time,const fmt[], {Float,Sql,Result,_}:...)
{
if (player_huddelay[id] >= 0.03*4)
return PLUGIN_CONTINUE
new buffer[512]
vformat(buffer, 511, fmt, 4)
set_hudmessage ( 255, 0, 0, -1.0, 0.4 + player_huddelay[id], 0, display_time/2, display_time, 0.1, 0.2, -1 )
show_hudmessage(id, buffer)
player_huddelay[id]+=0.03
remove_task(id+TASK_HUD)
set_task(display_time, "hudmsg_clear", id+TASK_HUD, "", 0, "a", 3)
return PLUGIN_CONTINUE
}
public hudmsg_clear(id)
{
new pid = id-TASK_HUD
player_huddelay[pid]=0.0
}
/* ==================================================================================================== */
public item_firetotem(id)
{
if (used_item[id])
{
hudmsg(id,2.0,"Mozesz uzyc raz w rundzie totemu ognia")
}
else
{
used_item[id] = true
Effect_Ignite_Totem(id,7)
}
}
stock Effect_Ignite_Totem(id,seconds)
{
new origin[3]
pev(id,pev_origin,origin)
new ent = Spawn_Ent("info_target")
set_pev(ent,pev_classname,"Effect_Ignite_Totem")
set_pev(ent,pev_owner,id)
set_pev(ent,pev_solid,SOLID_TRIGGER)
set_pev(ent,pev_origin,origin)
set_pev(ent,pev_ltime, halflife_time() + seconds + 0.1)
engfunc(EngFunc_SetModel, ent, "addons/amxmodx/diablo/totem_ignite.mdl")
set_rendering ( ent, kRenderFxGlowShell, 250,150,0, kRenderFxNone, 255 )
engfunc(EngFunc_DropToFloor,ent)
set_pev(ent,pev_euser3,0)
set_pev(ent,pev_nextthink, halflife_time() + 0.1)
}
public Effect_Ignite_Totem_Think(ent)
{
//Safe check because effect on death
if (!freeze_ended)
remove_entity(ent)
if (!is_valid_ent(ent))
return PLUGIN_CONTINUE
new id = pev(ent,pev_owner)
//Apply and destroy
if (pev(ent,pev_euser3) == 1)
{
new entlist[513]
new numfound = find_sphere_class(ent,"player",player_b_firetotem[id]+0.0,entlist,512)
for (new i=0; i < numfound; i++)
{
new pid = entlist[i]
//This totem can hit the caster
if (pid == id && is_user_alive(id))
{
Effect_Ignite(pid,id,4)
hudmsg(pid,3.0,"Palisz sie. Strzel do kogos aby przestac sie palic!")
continue
}
if (!is_user_alive(pid) || get_user_team(id) == get_user_team(pid))
continue
//Dextery makes the fire damage less
if (player_dextery[pid] > 20)
Effect_Ignite(pid,id,1)
else if (player_dextery[pid] > 15)
Effect_Ignite(pid,id,2)
else if (player_dextery[pid] > 10)
Effect_Ignite(pid,id,3)
else
Effect_Ignite(pid,id,4)
hudmsg(pid,3.0,"Palisz sie. Strzel do kogos aby przestac sie palic!")
}
remove_entity(ent)
return PLUGIN_CONTINUE
}
//Entity should be destroyed because livetime is over
if (pev(ent,pev_ltime) < halflife_time())
{
set_pev(ent,pev_euser3,1)
//Show animation and die
new Float:forigin[3], origin[3]
pev(ent,pev_origin,forigin)
FVecIVec(forigin,origin)
//Find people near and give them health
message_begin( MSG_BROADCAST, SVC_TEMPENTITY, origin );
write_byte( TE_BEAMCYLINDER );
write_coord( origin[0] );
write_coord( origin[1] );
write_coord( origin[2] );
write_coord( origin[0] );
write_coord( origin[1] + player_b_firetotem[id]);
write_coord( origin[2] + player_b_firetotem[id]);
write_short( sprite_white );
write_byte( 0 ); // startframe
write_byte( 0 ); // framerate
write_byte( 10 ); // life
write_byte( 10 ); // width
write_byte( 255 ); // noise
write_byte( 150 ); // r, g, b
write_byte( 150 ); // r, g, b
write_byte( 0 ); // r, g, b
write_byte( 128 ); // brightness
write_byte( 5 ); // speed
message_end();
set_pev(ent,pev_nextthink, halflife_time() + 0.2)
}
else
{
set_pev(ent,pev_nextthink, halflife_time() + 1.5)
}
return PLUGIN_CONTINUE
}
stock Spawn_Ent(const classname[])
{
new ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, classname))
set_pev(ent, pev_origin, {0.0, 0.0, 0.0})
dllfunc(DLLFunc_Spawn, ent)
return ent
}
stock Effect_Ignite(id,attacker,damage)
{
new ent = Spawn_Ent("info_target")
set_pev(ent,pev_classname,"Effect_Ignite")
set_pev(ent,pev_owner,id)
set_pev(ent,pev_ltime, halflife_time() + 99 + 0.1)
set_pev(ent,pev_solid,SOLID_NOT)
set_pev(ent,pev_euser1,attacker)
set_pev(ent,pev_euser2,damage)
set_pev(ent,pev_nextthink, halflife_time() + 0.1)
AddFlag(id,Flag_Ignite)
}
//euser3 = destroy and apply effect
public Effect_Ignite_Think(ent)
{
new id = pev(ent,pev_owner)
attacker = pev(ent,pev_euser1)
new damage = pev(ent,pev_euser2)
if (pev(ent,pev_ltime) < halflife_time() || !is_user_alive(id) || !HasFlag(id,Flag_Ignite))
{
RemoveFlag(id,Flag_Ignite)
Remove_All_Tents(id)
Display_Icon(id,200,0,0,"dmg_heat",0)
remove_entity(ent)
return PLUGIN_CONTINUE
}
//Display ignite tent and icon
Display_Tent(id,sprite_ignite,2)
Display_Icon(id,200,0,0,"dmg_heat",1)
new origin[3]
get_user_origin(id,origin)
//Make some burning effects
message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
write_byte( TE_SMOKE ) // 5
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2])
write_short( sprite_smoke )
write_byte( 22 ) // 10
write_byte( 10 ) // 10
message_end()
//Decals
message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
write_byte( TE_GUNSHOTDECAL ) // decal and ricochet sound
write_coord( origin[0] ) //pos
write_coord( origin[1] )
write_coord( origin[2] )
write_short (0) // I have no idea what thats supposed to be
write_byte (random_num(199,201)) //decal
message_end()
//Do the actual damage
Hurt_Entity(attacker,id,damage+0.0)
set_pev(ent,pev_nextthink, halflife_time() + 1.5)
return PLUGIN_CONTINUE
}
stock AddFlag(id,flag)
{
afflicted[id][flag] = 1
}
stock RemoveFlag(id,flag)
{
afflicted[id][flag] = 0
}
stock bool:HasFlag(id,flag)
{
if (afflicted[id][flag])
return true
return false
}
stock Display_Tent(id,sprite, seconds)
{
message_begin(MSG_ALL,SVC_TEMPENTITY)
write_byte(TE_PLAYERATTACHMENT)
write_byte(id)
write_coord(40) //Offset
write_short(sprite)
write_short(seconds*10)
message_end()
}
stock Remove_All_Tents(id)
{
message_begin(MSG_ALL ,SVC_TEMPENTITY) //message begin
write_byte(TE_KILLPLAYERATTACHMENTS)
write_byte(id) // entity index of player
message_end()
}
stock Display_Icon(id,red,green,blue,name[], enable)
{
if (!pev_valid(id))
{
return PLUGIN_HANDLED
}
message_begin( MSG_ONE, get_user_msgid("StatusIcon"), {0,0,0}, id )
write_byte( enable )
write_string( name )
write_byte( red ) // red
write_byte( green ) // green
write_byte( blue ) // blue
message_end()
return PLUGIN_CONTINUE
}
stock Hurt_Entity(attacker,victim,Float:amount)
{
if (get_user_health(victim)-amount <= 0)
{
UTIL_Kill(attacker,victim,"world")
}
else
{
fakedamage(victim,"player",amount,DMG_ENERGYBEAM)
}
}
stock Find_Best_Angle(id,Float:dist, same_team = false)
{
new Float:bestangle = 0.0
new winner = -1
for (new i=0; i < MAX; i++)
{
if (!is_user_alive(i) || i == id || (get_user_team(i) == get_user_team(id) && !same_team))
continue
if (get_user_team(i) != get_user_team(id) && same_team)
continue
//User has spell immunity, don't target
new Float:c_angle = Find_Angle(id,i,dist)
if (c_angle > bestangle && Can_Trace_Line(id,i))
{
winner = i
bestangle = c_angle
}
}
return winner
}
//This is an interpolation. We make tree lines with different height as to make sure
stock bool:Can_Trace_Line(id, target)
{
for (new i=-35; i < 60; i+=35)
{
new Float:Origin_Id[3]
new Float:Origin_Target[3]
new Float:Origin_Return[3]
pev(id,pev_origin,Origin_Id)
pev(target,pev_origin,Origin_Target)
Origin_Id[z] = Origin_Id[z] + i
Origin_Target[z] = Origin_Target[z] + i
trace_line(-1, Origin_Id, Origin_Target, Origin_Return)
if (get_distance_f(Origin_Return,Origin_Target) < 25.0)
return true
}
return false
}
public item_hook(id)
{
if (used_item[id])
{
hudmsg(id,2.0,"Haku mozesz uzyc raz na runde!")
return PLUGIN_CONTINUE
}
new target = Find_Best_Angle(id,1000.0,false)
if (!is_valid_ent(target))
{
hudmsg(id,2.0,"Obiekt jest poza zasiegiem.")
return PLUGIN_CONTINUE
}
AddFlag(id,Flag_Hooking)
set_user_gravity(target,0.0)
set_task(0.1,"hook_prethink",id+TASK_HOOK,"",0,"b")
hooked[id] = target
hook_prethink(id+TASK_HOOK)
emit_sound(id,CHAN_VOICE,"weapons/xbow_hit2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
used_item[id] = true
return PLUGIN_HANDLED
}
public hook_prethink(id)
{
id -= TASK_HOOK
if(!is_user_alive(id) || !is_user_alive(hooked[id]))
{
RemoveFlag(id,Flag_Hooking)
return PLUGIN_HANDLED
}
if (get_user_button(id) & ~IN_USE)
{
RemoveFlag(id,Flag_Hooking)
return PLUGIN_HANDLED
}
if(!HasFlag(id,Flag_Hooking))
{
if (is_user_alive(hooked[id]))
set_user_gravity(id,1.0)
remove_task(id+TASK_HOOK)
return PLUGIN_HANDLED
}
//Get Id's origin
static origin1[3]
get_user_origin(id,origin1)
static origin2[3]
get_user_origin(hooked[id],origin2)
//Create blue beam
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(1) //TE_BEAMENTPOINT
write_short(id) // start entity
write_coord(origin2[0])
write_coord(origin2[1])
write_coord(origin2[2])
write_short(sprite_line)
write_byte(1) // framestart
write_byte(1) // framerate
write_byte(2) // life in 0.1's
write_byte(5) // width
write_byte(0) // noise
write_byte(0) // red
write_byte(0) // green
write_byte(255) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
//Calculate Velocity
new Float:velocity[3]
velocity[0] = (float(origin1[0]) - float(origin2[0])) * 3.0
velocity[1] = (float(origin1[1]) - float(origin2[1])) * 3.0
velocity[2] = (float(origin1[2]) - float(origin2[2])) * 3.0
new Float:dy
dy = velocity[0]*velocity[0] + velocity[1]*velocity[1] + velocity[2]*velocity[2]
new Float:dx
dx = (4+player_intelligence[id]/2) * 120.0 / floatsqroot(dy)
velocity[0] *= dx
velocity[1] *= dx
velocity[2] *= dx
set_pev(hooked[id],pev_velocity,velocity)
return PLUGIN_CONTINUE
}
/* ==================================================================================================== */
public item_gravitybomb(id)
{
if (pev(id,pev_flags) & FL_ONGROUND)
{
hudmsg(id,2.0,"Musisz byc w powietrzu!")
return PLUGIN_CONTINUE
}
if (halflife_time()-gravitytimer[id] <= 3)
{
hudmsg(id,2.0,"Ten przedmiot, moze byc uzyty co kazde 3 sekundy")
return PLUGIN_CONTINUE
}
gravitytimer[id] = floatround(halflife_time())
new origin[3]
get_user_origin(id,origin)
if (origin[2] == 0)
earthstomp[id] = 1
else
earthstomp[id] = origin[2]
set_user_gravity(id,5.0)
falling[id] = true
return PLUGIN_CONTINUE
}
public add_bonus_stomp(id)
{
set_gravitychange(id)
new origin[3]
get_user_origin(id,origin)
new dam = earthstomp[id]-origin[2]
earthstomp[id] = 0
//If jump is is high enough, apply some shake effect and deal damage, 300 = down from BOMB A in dust2
if (dam < 80)
return PLUGIN_CONTINUE
dam = dam-80
message_begin(MSG_ONE , get_user_msgid("ScreenShake") , {0,0,0} ,id)
write_short( 1<<14 );
write_short( 1<<12 );
write_short( 1<<14 );
message_end();
new entlist[513]
new numfound = find_sphere_class(id,"player",230.0+player_strength[id]*2,entlist,512)
for (new i=0; i < numfound; i++)
{
new pid = entlist[i]
if (pid == id || !is_user_alive(pid))
continue
if (get_user_team(id) == get_user_team(pid))
continue
new Float:id_origin[3]
new Float:pid_origin[3]
new Float:delta_vec[3]
pev(id,pev_origin,id_origin)
pev(pid,pev_origin,pid_origin)
delta_vec[x] = (pid_origin[x]-id_origin[x])+10
delta_vec[y] = (pid_origin[y]-id_origin[y])+10
delta_vec[z] = (pid_origin[z]-id_origin[z])+200
set_pev(pid,pev_velocity,delta_vec)
message_begin(MSG_ONE , get_user_msgid("ScreenShake") , {0,0,0} ,pid)
write_short( 1<<14 );
write_short( 1<<12 );
write_short( 1<<14 );
message_end();
if (get_user_health(pid) - dam <= 0)
UTIL_Kill(id,pid,"world")
else
set_user_health(pid,get_user_health(pid)-dam)
}
return PLUGIN_CONTINUE
}
/* ==================================================================================================== */
public item_rot(id)
{
if (used_item[id])
{
RemoveFlag(id,Flag_Rot)
used_item[id] = false
}
else
{
if (find_ent_by_owner(-1,"Effect_Rot",id) > 0)
return PLUGIN_CONTINUE
Create_Rot(id)
used_item[id] = true
}
return PLUGIN_CONTINUE
}
public Create_Rot(id)
{
new ent = Spawn_Ent("info_target")
set_pev(ent,pev_classname,"Effect_Rot")
set_pev(ent,pev_owner,id)
set_pev(ent,pev_solid,SOLID_NOT)
AddFlag(id,Flag_Rot)
set_pev(ent,pev_nextthink, halflife_time() + 0.1)
}
public Effect_Rot_Think(ent)
{
new id = pev(ent,pev_owner)
if (!is_user_alive(id) || !HasFlag(id,Flag_Rot) || !freeze_ended)
{
Display_Icon(id,255,255,0,"dmg_bio",0)
set_user_maxspeed(id,245.0+player_dextery[id])
set_renderchange(id)
remove_entity(ent)
return PLUGIN_CONTINUE
}
set_user_maxspeed(id,252.0+player_dextery[id]+15)
Display_Icon(id,255,150,0,"dmg_bio",1)
set_renderchange(id)
new entlist[513]
new numfound = find_sphere_class(id,"player",250.0,entlist,512)
for (new i=0; i < numfound; i++)
{
new pid = entlist[i]
if (pid == id || !is_user_alive(pid))
continue
if (get_user_team(id) == get_user_team(pid))
continue
//Rot him!
if (random_num(1,2) == 1)
{
message_begin(MSG_ONE,g_msg_screenfade,{0,0,0},pid)
write_short( 1<<14 )
write_short( 1<<14 )
write_short( 1<<16 )
write_byte( 255 )
write_byte( 155 )
write_byte( 50 )
write_byte( 230 )
message_end()
}
Hurt_Entity(id,pid,45.0)
Effect_Bleed(pid,100)
Create_Slow(pid,3)
}
if (get_user_health(id)-10 <= 0)
UTIL_Kill(id,id,"world")
else
set_user_health(id,get_user_health(id)-10)
set_pev(ent,pev_nextthink, halflife_time() + 0.8)
return PLUGIN_CONTINUE
}
/* ==================================================================================================== */
//Daze player
stock Create_Slow(id,seconds)
{
new ent = Spawn_Ent("info_target")
set_pev(ent,pev_classname,"Effect_Slow")
set_pev(ent,pev_owner,id)
set_pev(ent,pev_ltime, halflife_time() + seconds + 0.1)
set_pev(ent,pev_solid,SOLID_NOT)
set_pev(ent,pev_nextthink, halflife_time() + 0.1)
AddFlag(id,Flag_Dazed)
}
public Effect_Slow_Think(ent)
{
new id = pev(ent,pev_owner)
if (pev(ent,pev_ltime) < halflife_time() || !is_user_alive(id))
{
Display_Icon(id,255,255,0,"dmg_heat",0)
RemoveFlag(id,Flag_Dazed)
set_user_maxspeed(id,245.0+player_agility[id])
remove_entity(ent)
return PLUGIN_CONTINUE
}
set_user_maxspeed(id,245.0-50)
Display_Icon(id,255,255,0,"dmg_heat",1)
set_pev(ent,pev_nextthink, halflife_time() + 1.0)
return PLUGIN_CONTINUE
}
/* ==================================================================================================== */
stock AddTimedFlag(id,flag,seconds)
{
new ent = Spawn_Ent("info_target")
set_pev(ent,pev_classname,"Effect_Timedflag")
set_pev(ent,pev_owner,id)
set_pev(ent,pev_ltime, halflife_time() + seconds + 0.1)
set_pev(ent,pev_solid,SOLID_NOT)
set_pev(ent,pev_euser3,flag)
AddFlag(id,flag)
set_pev(ent,pev_nextthink, halflife_time() + 0.1)
}
public Effect_Timedflag_Think(ent)
{
new id = pev(ent,pev_owner)
if (pev(ent,pev_ltime) < halflife_time() || !is_user_alive(id))
{
RemoveFlag(id,pev(ent,pev_euser3))
remove_entity(ent)
return PLUGIN_CONTINUE
}
set_pev(ent,pev_nextthink, halflife_time() + 1.0)
return PLUGIN_CONTINUE
}
/* ==================================================================================================== */
public item_illusion(id)
{
if (used_item[id])
{
hudmsg(id,2.0,"Ten przedmiot mozesz uzyc raz na runde!")
return PLUGIN_CONTINUE
}
AddTimedFlag(id,Flag_Illusion,7)
message_begin( MSG_ONE, gmsgBartimer, {0,0,0}, id )
write_byte( 7)
write_byte( 0 )
message_end()
used_item[id] = true
use_addtofullpack = true
return PLUGIN_CONTINUE
}
/* ==================================================================================================== */
public item_money_shield(id)
{
if (used_item[id])
{
RemoveFlag(id,Flag_Moneyshield)
used_item[id] = false
}
else
{
if (find_ent_by_owner(-1,"Effect_MShield",id) > 0)
return PLUGIN_CONTINUE
new ent = Spawn_Ent("info_target")
set_pev(ent,pev_classname,"Effect_MShield")
set_pev(ent,pev_owner,id)
set_pev(ent,pev_solid,SOLID_NOT)
AddFlag(id,Flag_Moneyshield)
set_pev(ent,pev_nextthink, halflife_time() + 0.1)
used_item[id] = true
}
return PLUGIN_CONTINUE
}
public Effect_MShield_Think(ent)
{
new id = pev(ent,pev_owner)
if (!is_user_alive(id) || cs_get_user_money(id) <= 0 || !HasFlag(id,Flag_Moneyshield) || !freeze_ended)
{
RemoveFlag(id,Flag_Moneyshield)
set_renderchange(id)
Display_Icon(id,255,255,255,"suithelmet_empty",0)
remove_entity(ent)
return PLUGIN_CONTINUE
}
if (cs_get_user_money(id)-250 < 0)
cs_set_user_money(id,0)
else
cs_set_user_money(id,cs_get_user_money(id)-250)
set_renderchange(id)
Display_Icon(id,255,255,255,"suithelmet_empty",1)
set_pev(ent,pev_nextthink, halflife_time() + 1.0)
return PLUGIN_CONTINUE
}
/* ==================================================================================================== */
public item_mine(id)
{
new count = 0
new ents = -1
ents = find_ent_by_owner(ents,"Mine",id)
while (ents > 0)
{
count++
ents = find_ent_by_owner(ents,"Mine",id)
}
if (count > 2)
{
hudmsg(id,2.0,"Mozesz polozyc maksymalnie 3 miny na runde")
return PLUGIN_CONTINUE
}
new origin[3]
pev(id,pev_origin,origin)
new ent = Spawn_Ent("info_target")
set_pev(ent,pev_classname,"Mine")
set_pev(ent,pev_owner,id)
set_pev(ent,pev_movetype,MOVETYPE_TOSS)
set_pev(ent,pev_origin,origin)
set_pev(ent,pev_solid,SOLID_BBOX)
engfunc(EngFunc_SetModel, ent, "addons/amxmodx/diablo/mine.mdl")
engfunc(EngFunc_SetSize,ent,Float:{-16.0,-16.0,0.0},Float:{16.0,16.0,2.0})
drop_to_floor(ent)
entity_set_float(ent,EV_FL_nextthink,halflife_time() + 0.01)
set_rendering(ent,kRenderFxNone, 0,0,0, kRenderTransTexture,50)
use_addtofullpack = true
return PLUGIN_CONTINUE
}
public Mine_Think(ent)
{
if (!freeze_ended)
remove_entity(ent)
else
entity_set_float(ent,EV_FL_nextthink,halflife_time() + 1.0)
}
/* ==================================================================================================== */
public item_teamshield(id)
{
if (used_item[id])
{
RemoveFlag(id,Flag_Teamshield)
used_item[id] = false
set_renderchange(id)
}
else
{
new target = Find_Best_Angle(id,1000.0,true)
if (!is_valid_ent(target))
{
hudmsg(id,2.0,"Zaden cel nie jest zasiegu do tarczy")
return PLUGIN_CONTINUE
}
if (pev(target,pev_rendermode) == kRenderTransTexture || player_item_id[target] == 17 || player_class[target] == Ninja)
{
hudmsg(id,2.0,"Nie mozna wyczarowac tarczy na niewidzialnym graczu")
return PLUGIN_CONTINUE
}
if (find_ent_by_owner(-1,"Effect_Teamshield",id) > 0)
return PLUGIN_CONTINUE
if (get_user_health(target)+player_b_teamheal[id] <= race_heal[player_class[target]]+player_strength[target]*2)
set_user_health(target,get_user_health(target) + player_b_teamheal[id])
new ent = Spawn_Ent("info_target")
set_pev(ent,pev_classname,"Effect_Teamshield")
set_pev(ent,pev_owner,id)
set_pev(ent,pev_solid,SOLID_NOT)
set_pev(ent,pev_nextthink, halflife_time() + 0.1)
set_pev(ent,pev_euser2, target)
AddFlag(id,Flag_Teamshield)
AddFlag(target,Flag_Teamshield_Target)
used_item[id] = true
set_renderchange(target)
}
return PLUGIN_CONTINUE
}
public Effect_Teamshield_Think(ent)
{
new id = pev(ent,pev_owner)
new victim = pev(ent,pev_euser2)
new Float: vec1[3]
new Float: vec2[3]
new Float: vec3[3]
entity_get_vector(id,EV_VEC_origin,vec1)
entity_get_vector(victim ,EV_VEC_origin,vec2)
new hit = trace_line ( id, vec1, vec2, vec3 )
if (hit != victim || !is_user_alive(id) || !is_user_alive(victim) || !Can_Trace_Line(id,victim) || !UTIL_In_FOV(id,victim) || !HasFlag(id,Flag_Teamshield) || !freeze_ended)
{
RemoveFlag(id,Flag_Teamshield)
RemoveFlag(victim,Flag_Teamshield_Target)
remove_entity(ent)
set_renderchange(victim)
return PLUGIN_CONTINUE
}
else
set_pev(ent,pev_nextthink, halflife_time() + 0.3)
new origin1[3]
new origin2[3]
get_user_origin(id,origin1)
get_user_origin(victim,origin2)
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte (TE_BEAMPOINTS)
write_coord(origin1[0])
write_coord(origin1[1])
write_coord(origin1[2]+8)
write_coord(origin2[0])
write_coord(origin2[1])
write_coord(origin2[2]+8)
write_short(sprite_laser);
write_byte(1) // framestart
write_byte(1) // framerate
write_byte(3) // life
write_byte(5) // width
write_byte(10) // noise
write_byte(0) // r, g, b (red)
write_byte(255) // r, g, b (green)
write_byte(0) // r, g, b (blue)
write_byte(45) // brightness
write_byte(5) // speed
message_end()
set_renderchange(victim)
return PLUGIN_CONTINUE
}
/* ==================================================================================================== */
//Find the owner that has target as target and the specific classname
public find_owner_by_euser(target,classname[])
{
new ent = -1
ent = find_ent_by_class(ent,classname)
while (ent > 0)
{
if (pev(ent,pev_euser2) == target)
return pev(ent,pev_owner)
ent = find_ent_by_class(ent,classname)
}
return -1
}
/* ==================================================================================================== */
public item_totemheal(id)
{
if (used_item[id])
{
hudmsg(id,2.0,"Leczacy Totem mozesz uzyc raz na runde!")
return PLUGIN_CONTINUE
}
used_item[id] = true
new origin[3]
pev(id,pev_origin,origin)
new ent = Spawn_Ent("info_target")
set_pev(ent,pev_classname,"Effect_Healing_Totem")
set_pev(ent,pev_owner,id)
set_pev(ent,pev_solid,SOLID_TRIGGER)
set_pev(ent,pev_origin,origin)
set_pev(ent,pev_ltime, halflife_time() + 7 + 0.1)
engfunc(EngFunc_SetModel, ent, "addons/amxmodx/diablo/totem_heal.mdl")
set_rendering ( ent, kRenderFxGlowShell, 255,0,0, kRenderFxNone, 255 )
engfunc(EngFunc_DropToFloor,ent)
set_pev(ent,pev_nextthink, halflife_time() + 0.1)
return PLUGIN_CONTINUE
}
public Effect_Healing_Totem_Think(ent)
{
new id = pev(ent,pev_owner)
new totem_dist = 300
new amount_healed = player_b_heal[id]
//We have emitted beam. Apply effect (this is delayed)
if (pev(ent,pev_euser2) == 1)
{
new Float:forigin[3], origin[3]
pev(ent,pev_origin,forigin)
FVecIVec(forigin,origin)
//Find people near and damage them
new entlist[513]
new numfound = find_sphere_class(0,"player",totem_dist+0.0,entlist,512,forigin)
for (new i=0; i < numfound; i++)
{
new pid = entlist[i]
if (get_user_team(pid) != get_user_team(id))
continue
if (is_user_alive(pid) && get_user_health(pid) + amount_healed < race_heal[player_class[pid]]+player_strength[pid]*2)
set_user_health(pid,get_user_health(pid)+amount_healed)
else
set_user_health(pid,race_heal[player_class[pid]]+player_strength[pid]*2)
}
set_pev(ent,pev_euser2,0)
set_pev(ent,pev_nextthink, halflife_time() + 1.5)
return PLUGIN_CONTINUE
}
//Entity should be destroyed because livetime is over
if (pev(ent,pev_ltime) < halflife_time() || !is_user_alive(id))
{
remove_entity(ent)
return PLUGIN_CONTINUE
}
//If this object is almost dead, apply some render to make it fade out
if (pev(ent,pev_ltime)-2.0 < halflife_time())
set_rendering ( ent, kRenderFxNone, 255,255,255, kRenderTransAlpha, 100 )
new Float:forigin[3], origin[3]
pev(ent,pev_origin,forigin)
FVecIVec(forigin,origin)
//Find people near and give them health
message_begin( MSG_BROADCAST, SVC_TEMPENTITY, origin );
write_byte( TE_BEAMCYLINDER );
write_coord( origin[0] );
write_coord( origin[1] );
write_coord( origin[2] );
write_coord( origin[0] );
write_coord( origin[1] + totem_dist );
write_coord( origin[2] + totem_dist );
write_short( sprite_white );
write_byte( 0 ); // startframe
write_byte( 0 ); // framerate
write_byte( 10 ); // life
write_byte( 10 ); // width
write_byte( 255 ); // noise
write_byte( 255 ); // r, g, b
write_byte( 100 ); // r, g, b
write_byte( 100 ); // r, g, b
write_byte( 128 ); // brightness
write_byte( 5 ); // speed
message_end();
//Time till we apply totems effect
set_pev(ent,pev_euser2,1)
set_pev(ent,pev_nextthink, halflife_time() + 0.5)
return PLUGIN_CONTINUE
}
public freeze_over1()
{
round_status=1
agi = BASE_SPEED;
new players[32], num
get_players(players,num,"a")
for(new i=0 ; i<num ; i++)
{
set_speedchange(players[i])
}
}
public freeze_begin1()
{
round_status=0
}
public funcReleaseVic(id)
{
DemageTake[id]=0
remove_task(id+GLUTON)
}
public funcReleaseVic2(id)
{
agi = BASE_SPEED;
if(round_status==1)
set_speedchange(id)
}
public funcDemageVic(id,attacker)
{
id-=GLUTON
if(get_user_health(id)>10)
set_task(2.0, "funcDemageVic", id+GLUTON)
//DoDamage(iEnemyID, iCasterID, iDamage, DMG_CAUSE_LIGHTNING_STRIKE);
DoDamage(id, attacker1, 5);
// set_user_health(id,get_user_health(id)-5)
}
public Damage1(id)
{
attacker = get_user_attacker(id)
if ((is_user_connected(id)) && (id!=0) && (is_user_connected(attacker)) && (attacker!=0))
{
weapon = get_user_weapon(attacker,clip,ammo)
if(is_user_connected(attacker)&&(attacker!=id)&&player_class[attacker] == Mag)
{
if(weapon == CSW_GLOCK18 || weapon == CSW_USP || weapon == CSW_P228 || weapon == CSW_DEAGLE || weapon == CSW_ELITE || weapon == CSW_FIVESEVEN)
{
agi=(BASE_SPEED / 2)
set_speedchange(id)
if(DemageTake[id]==0)
{
DemageTake[id]=1
set_task(11.0, "funcReleaseVic", id)
set_task(11.0, "funcReleaseVic2", id)
set_task(2.0, "funcDemageVic", id+GLUTON)
}
}
}
if(is_user_connected(attacker)&&(attacker!=id)&&player_class[attacker] == Zabojca)
{
if(weapon == CSW_GLOCK18 || weapon == CSW_USP || weapon == CSW_P228 || weapon == CSW_DEAGLE || weapon == CSW_ELITE || weapon == CSW_FIVESEVEN)
{
set_task(1.5, "funcDemageVic3", id)
}
}
if(is_user_connected(attacker)&&(attacker!=id)&&player_class[attacker] == Hunter)
{
if(weapon == CSW_GLOCK18 || weapon == CSW_USP || weapon == CSW_P228 || weapon == CSW_DEAGLE || weapon == CSW_ELITE || weapon == CSW_FIVESEVEN)
{
new ori[3]
trace_bool[attacker]=id
get_user_origin(id,ori)
new parms[5];
for(new i=0;i<3;i++)
{
parms[i] = ori[i]
}
parms[3]=attacker
parms[4]=id
set_task(0.5,"charge_hunter",attacker,parms,5)
}
}
}
}
public set_speedchange(id)
{
if(DemageTake[id]==1) agi=(BASE_SPEED / 2)
else agi=BASE_SPEED
if (is_user_connected(id) && freeze_ended)
{
new speeds
if(player_class[id] == Ninja) speeds= 40 + floatround(player_dextery[id]*1.3)
else if(player_class[id] == Zabojca) speeds= 10 + floatround(player_dextery[id]*1.3)
else if(player_class[id] == Barbarzynca) speeds= -10 + floatround(player_dextery[id]*1.3)
else speeds= floatround(player_dextery[id]*1.3)
set_user_maxspeed(id, agi + speeds)
}
}
public set_renderchange(id)
{
if(is_user_connected(id) && is_user_alive(id))
{
if(!task_exists(id+TASK_FLASH_LIGHT))
{
new render=255
if (player_class[id] == Ninja)
{
new inv_bonus = 255 - player_b_inv[id]
render = 13
if(player_b_inv[id]>0)
{
while(inv_bonus>0)
{
inv_bonus-=20
render--
}
}
if(player_b_usingwind[id]==1)
{
render/=2
}
if(render<0) render=0
if(HasFlag(id,Flag_Moneyshield)||HasFlag(id,Flag_Rot)||HasFlag(id,Flag_Teamshield_Target)) render*=2
set_user_rendering(id, kRenderFxNone, 0, 0, 0, kRenderTransAlpha, render)
}
else if(HasFlag(id,Flag_Moneyshield)||HasFlag(id,Flag_Rot)||HasFlag(id,Flag_Teamshield_Target))
{
if (player_b_usingwind[id]==1) set_user_rendering(id,kRenderFxNone, 0,0,0, kRenderTransTexture,75)
if(HasFlag(id,Flag_Moneyshield)) set_user_rendering(id,kRenderFxGlowShell,0,0,0,kRenderNormal,16)
if(HasFlag(id,Flag_Rot)) set_rendering ( id, kRenderFxGlowShell, 255,255,0, kRenderFxNone, 10 )
if(HasFlag(id,Flag_Teamshield_Target)) set_rendering ( id, kRenderFxGlowShell, 0,200,0, kRenderFxNone, 0 )
}
else
{
render = 255
if(player_b_inv[id]>0) render = player_b_inv[id]
set_user_rendering(id, kRenderFxNone, 0, 0, 0, kRenderTransAlpha, render)
}
}
else set_user_rendering(id,kRenderFxGlowShell,flashlight_r,flashlight_g,flashlight_b,kRenderNormal,4)
}
}
public set_gravitychange(id)
{
if(is_user_alive(id) && is_user_connected(id))
{
if(player_class[id] == Ninja)
{
if(player_b_gravity[id]>6) set_user_gravity(id, 0.17)
else if(player_b_gravity[id]>3) set_user_gravity(id, 0.2)
else set_user_gravity(id, 0.25)
}
else
{
set_user_gravity(id,1.0*(1.0-player_b_gravity[id]/12.0))
}
}
}
public cmd_who(id){
new name[32]
new team[32]
static players[32], numplayers
get_players(players, numplayers, "a")
new i
new playerid
new pos[8192]
new pos1[8192]
new whofile[64]
get_configsdir( whofile, 63 )
format( whofile, 63, "%s/diablo_who.txt", whofile )
if ( file_exists( whofile ) )
delete_file( whofile )
add(pos,8191, "<body bgcolor=#000000 text=#FFB000>^n" )
//add(pos,8191, "<center><b>Lista graczy Online</b></center><p>^n" )
add(pos,8191, "<center><table width=700 border=1 cellpadding=4 cellspacing=4>^n" )
add(pos,8191, "<tr><td>Name</td><td>Klasa</td><td>Level</td></tr>^n" )
for (i=0; i< numplayers; i++){
playerid = players[i]
if ( get_user_team(playerid) == 1 ) team = "Terrorist"
else if ( get_user_team(playerid) == 2 ) team = "CT"
else team = "Spectator"
get_user_name( playerid, name, 31 )
format (pos1,8191, "<tr><td>%s</td><td>%s</td><td>%d</td></tr>^n", name, Race[player_class[playerid]], player_lvl[playerid])
add(pos,8191,pos1)
}
add(pos,8191, "</table></center>^n" )
write_file( whofile, pos,0 )
show_motd( id, whofile, "Diablo Gracze Online" )
return PLUGIN_CONTINUE
}
public det_fade(id)
{
if (wear_sun[id] == 1){
screen_icon(id,ICON_S,0,255,0,ICON_FLASH)
screen_fade(id,0,0,0,0,0)
}
if (wear_sun[id] == 0){
screen_icon(id,ICON_S,0,0,0,ICON_HIDE)
}
}
stock screen_icon(id,icon[],r,g,b,type){
// new string [8][32] = {"dmg_rad","item_longjump","dmg_shock","item_healthkit","dmg_heat","suit_full","cross","dmg_gas"}
message_begin( MSG_ONE, get_user_msgid("StatusIcon"), {0,0,0}, id )
write_byte( type ) // status
write_string( icon ) // sprite name
write_byte( r ) // red
write_byte( g ) // green
write_byte( b ) // blue
message_end()
}
stock screen_fade(id,r,g,b,alpha,tm){
message_begin(MSG_ONE,get_user_msgid("ScreenFade"),{0,0,0},id)
write_short( 1<<tm ) // fade lasts this long duration
write_short( 1<<tm ) // fade lasts this long hold time
write_short( 1<<12 ) // fade type (in / out)
write_byte( r ) // fade red
write_byte( g ) // fade green
write_byte( b ) // fade blue
write_byte( alpha ) // fade alpha
message_end()
}
public changeskin(id,reset){
if (id<1 || id>32 || !is_user_connected(id)) return PLUGIN_CONTINUE
if (reset==1){
cs_reset_user_model(id)
skinchanged[id]=false
return PLUGIN_HANDLED
}else if (reset==2){
//cs_set_user_model(id,"goomba")
cs_set_user_model(id,"zombie")
skinchanged[id]=true
return PLUGIN_HANDLED
}else{
//new newSkin[32]
new num = random_num(0,3)
if (get_user_team(id)==1){
//add(newSkin,31,CTSkins[num])
cs_set_user_model(id,CTSkins[num])
}else{
//client_print(0, print_console, "CT mole, using new skin %s", TSkins[num])
//add(newSkin,31,TSkins[num])
cs_set_user_model(id,TSkins[num])
}
skinchanged[id]=true
}
return PLUGIN_CONTINUE
}
stock refill_ammo(id)
{
new wpnid
if(!is_user_alive(id) || pev(id,pev_iuser1)) return;
cs_set_user_armor(id,200,CS_ARMOR_VESTHELM);
new wpn[32]
wpnid = get_user_weapon(id, clip, ammo)
get_weaponname(wpnid,wpn,31)
new wEnt;
// set clip ammo
wpnid = get_weaponid(wpn)
//wEnt = get_weapon_ent(id,wpnid);
wEnt = get_weapon_ent(id,wpnid);
cs_set_weapon_ammo(wEnt,maxClip[wpnid]);
}
stock get_weapon_ent(id,wpnid=0,wpnName[]="")
{
// who knows what wpnName will be
static newName[32];
// need to find the name
if(wpnid) get_weaponname(wpnid,newName,31);
// go with what we were told
else formatex(newName,31,"%s",wpnName);
// prefix it if we need to
if(!equal(newName,"weapon_",7))
format(newName,31,"weapon_%s",newName);
new ent;
while((ent = engfunc(EngFunc_FindEntityByString,ent,"classname",newName)) && pev(ent,pev_owner) != id) {}
return ent;
}
DoDamage(iTargetID, iShooterID, iDamage/*, iDamageCause, bIsWeaponID = false, iHeadShot = 0*/)
{
if(is_user_connected(iTargetID)&&is_user_connected(iShooterID))
if ( is_user_alive(iTargetID))
{
new bool:bPlayerDied = false;
new iHP = get_user_health(iTargetID);
if ( ( iHP - iDamage ) <= 0 )
bPlayerDied = true;
if (bPlayerDied)
{
// engine.inc set_msg_block function
//set_msg_block(g_iGameMsgDeath, BLOCK_ONCE);
user_kill(iTargetID, 1);
}
else
set_user_health(iTargetID, iHP - iDamage);
new sShooterName[32];
get_user_name(iShooterID, sShooterName, 31);
if (bPlayerDied)
{
if ( iShooterID != iTargetID )
{
if ( get_user_team(iShooterID) != get_user_team(iTargetID) )
set_user_frags(iShooterID, get_user_frags(iShooterID) + 1);
else
set_user_frags(iShooterID, get_user_frags(iShooterID) - 1);
//LogKill(iShooterID, iTargetID, sWeaponOrMagicName);
}
//AddXP(iShooterID, BM_XP_KILL, iTargetID); // bmxphandler.inc
award_item(iShooterID,0)
award_kill(iShooterID,iTargetID)
add_respawn_bonus(iTargetID)
add_bonus_explode(iTargetID)
add_barbarian_bonus(iShooterID)
register_place(iShooterID)
if (player_class[iShooterID] == Barbarzynca)
refill_ammo(iShooterID)
}
}
}
public funcDemageVic3(id)
{
if(DemageTake1[id]==1)
{
DemageTake1[id]=0
set_task(5.0, "funcReleaseVic3", id)
user_slap(id, 0, 1);
user_slap(id, 0, 1);
user_slap(id, 0, 1);
}
}
public funcReleaseVic3(id)
{
DemageTake1[id]=1
}
public event_flashlight(id) {
if(!get_cvar_num("flashlight_custom")) {
return;
}
if(flashlight[id]) {
flashlight[id] = 0;
}
else {
if(flashbattery[id] > 0) {
flashlight[id] = 1;
}
}
if(!task_exists(TASK_CHARGE+id)) {
new parms[1];
parms[0] = id;
set_task((flashlight[id]) ? get_cvar_float("flashlight_drain") : get_cvar_float("flashlight_charge"),"charge",TASK_CHARGE+id,parms,1);
}
message_begin(MSG_ONE,get_user_msgid("Flashlight"),{0,0,0},id);
write_byte(flashlight[id]);
write_byte(flashbattery[id]);
message_end();
entity_set_int(id,EV_INT_effects,entity_get_int(id,EV_INT_effects) & ~EF_DIMLIGHT);
}
public charge(parms[]) {
if(!get_cvar_num("flashlight_custom")) {
return;
}
new id = parms[0];
if(flashlight[id]) {
flashbattery[id] -= 1;
}
else {
flashbattery[id] += 1;
}
message_begin(MSG_ONE,get_user_msgid("FlashBat"),{0,0,0},id);
write_byte(flashbattery[id]);
message_end();
if(flashbattery[id] <= 0) {
flashbattery[id] = 0;
flashlight[id] = 0;
message_begin(MSG_ONE,get_user_msgid("Flashlight"),{0,0,0},id);
write_byte(flashlight[id]);
write_byte(flashbattery[id]);
message_end();
// don't return so we can charge it back up to full
}
else if(flashbattery[id] >= MAX_FLASH)
{
flashbattery[id] = MAX_FLASH
return; // return because we don't need to charge anymore
}
set_task((flashlight[id]) ? get_cvar_float("flashlight_drain") : get_cvar_float("flashlight_charge"),"charge",TASK_CHARGE+id,parms,1)
}
////////////////////////////////////////////////////////////////////////////////
// REVIVAL KIT - NOT ALL //
////////////////////////////////////////////////////////////////////////////////
public message_clcorpse()
{
return PLUGIN_HANDLED
}
public event_hltv()
{
fm_remove_entity_name("fake_corpse")
static players[32], num
get_players(players, num, "a")
for(new i = 0; i < num; i++)
{
if(is_user_connected(players[i]))
{
set_task(0.0, "funcReleaseVic", i)
reset_player(players[i])
msg_bartime(players[i], 0)
trace_bool[players[i]] = 0
}
}
}
public reset_player(id)
{
remove_task(TASKID_REVIVE + id)
remove_task(TASKID_RESPAWN + id)
remove_task(TASKID_CHECKRE + id)
remove_task(TASKID_CHECKST + id)
remove_task(TASKID_ORIGIN + id)
remove_task(TASKID_SETUSER + id)
remove_task(GLUTON+id)
g_revive_delay[id] = 0.0
g_wasducking[id] = false
g_body_origin[id] = Float:{0.0, 0.0, 0.0}
}
public fwd_playerpostthink(id)
{
if(!is_user_connected(id)) return FMRES_IGNORED
if(g_haskit[id]==0) return FMRES_IGNORED
if(!is_user_alive(id))
{
msg_statusicon(id, ICON_HIDE)
return FMRES_IGNORED
}
new body = find_dead_body(id)
if(fm_is_valid_ent(body))
{
new lucky_bastard = pev(body, pev_owner)
if(!is_user_connected(lucky_bastard))
return FMRES_IGNORED
new lb_team = get_user_team(lucky_bastard)
if(lb_team == 1 || lb_team == 2 )
msg_statusicon(id, ICON_FLASH)
}
else
msg_statusicon(id, ICON_SHOW)
return FMRES_IGNORED
}
public task_check_dead_flag(id)
{
if(!is_user_connected(id))
return
if(pev(id, pev_deadflag) == DEAD_DEAD)
create_fake_corpse(id)
else
set_task(0.5, "task_check_dead_flag", id)
}
public create_fake_corpse(id)
{
set_pev(id, pev_effects, EF_NODRAW)
static model[32]
cs_get_user_model(id, model, 31)
static player_model[64]
format(player_model, 63, "models/player/%s/%s.mdl", model, model)
static Float: player_origin[3]
pev(id, pev_origin, player_origin)
static Float:mins[3]
mins[0] = -16.0
mins[1] = -16.0
mins[2] = -34.0
static Float:maxs[3]
maxs[0] = 16.0
maxs[1] = 16.0
maxs[2] = 34.0
if(g_wasducking[id])
{
mins[2] /= 2
maxs[2] /= 2
}
static Float:player_angles[3]
pev(id, pev_angles, player_angles)
player_angles[2] = 0.0
new sequence = pev(id, pev_sequence)
new ent = fm_create_entity("info_target")
if(ent)
{
set_pev(ent, pev_classname, "fake_corpse")
engfunc(EngFunc_SetModel, ent, player_model)
engfunc(EngFunc_SetOrigin, ent, player_origin)
engfunc(EngFunc_SetSize, ent, mins, maxs)
set_pev(ent, pev_solid, SOLID_TRIGGER)
set_pev(ent, pev_movetype, MOVETYPE_TOSS)
set_pev(ent, pev_owner, id)
set_pev(ent, pev_angles, player_angles)
set_pev(ent, pev_sequence, sequence)
set_pev(ent, pev_frame, 9999.9)
}
}
public fwd_emitsound(id, channel, sound[])
{
if(!is_user_alive(id) || !g_haskit[id])
return FMRES_IGNORED
if(!equali(sound, "common/wpn_denyselect.wav"))
return FMRES_IGNORED
if(task_exists(TASKID_REVIVE + id))
return FMRES_IGNORED
if(!(fm_get_user_button(id) & IN_USE))
return FMRES_IGNORED
new body = find_dead_body(id)
if(!fm_is_valid_ent(body))
return FMRES_IGNORED
new lucky_bastard = pev(body, pev_owner)
new lb_team = get_user_team(lucky_bastard)
if(lb_team != 1 && lb_team != 2)
return FMRES_IGNORED
static name[32]
get_user_name(lucky_bastard, name, 31)
client_print(id, print_chat, "Reviving %s", name)
new revivaltime = get_pcvar_num(cvar_revival_time)
msg_bartime(id, revivaltime)
new Float:gametime = get_gametime()
g_revive_delay[id] = gametime + float(revivaltime) - 0.01
emit_sound(id, CHAN_AUTO, SOUND_START, VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
set_task(0.0, "task_revive", TASKID_REVIVE + id)
return FMRES_SUPERCEDE
}
public task_revive(taskid)
{
new id = taskid - TASKID_REVIVE
if(!is_user_alive(id))
{
failed_revive(id)
return FMRES_IGNORED
}
if(!(fm_get_user_button(id) & IN_USE))
{
failed_revive(id)
return FMRES_IGNORED
}
new body = find_dead_body(id)
if(!fm_is_valid_ent(body))
{
failed_revive(id)
return FMRES_IGNORED
}
new lucky_bastard = pev(body, pev_owner)
if(!is_user_connected(lucky_bastard))
{
failed_revive(id)
return FMRES_IGNORED
}
new lb_team = get_user_team(lucky_bastard)
if(lb_team != 1 && lb_team != 2)
{
failed_revive(id)
return FMRES_IGNORED
}
static Float:velocity[3]
pev(id, pev_velocity, velocity)
velocity[0] = 0.0
velocity[1] = 0.0
set_pev(id, pev_velocity, velocity)
new Float:gametime = get_gametime()
if(g_revive_delay[id] < gametime)
{
if(findemptyloc(body, 10.0))
{
fm_remove_entity(body)
emit_sound(id, CHAN_AUTO, SOUND_FINISHED, VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
if(get_user_team(id)!=get_user_team(lucky_bastard))
{
new necro_hp = get_user_health(id)
set_user_health(id,necro_hp-40)
set_task(0.1, "task_respawn2", TASKID_RESPAWN + lucky_bastard)
}
else
{
set_task(0.1, "task_respawn", TASKID_RESPAWN + lucky_bastard)
Give_Xp(id,get_cvar_num("diablo_xpbonus"))
}
}
else
failed_revive(id)
}
else
set_task(0.1, "task_revive", TASKID_REVIVE + id)
return FMRES_IGNORED
}
public failed_revive(id)
{
msg_bartime(id, 0)
emit_sound(id, CHAN_AUTO, SOUND_FAILED, VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
}
public task_origin(taskid)
{
new id = taskid - TASKID_ORIGIN
engfunc(EngFunc_SetOrigin, id, g_body_origin[id])
static Float:origin[3]
pev(id, pev_origin, origin)
set_pev(id, pev_zorigin, origin[2])
set_task(0.1, "task_stuck_check", TASKID_CHECKST + id)
}
stock find_dead_body(id)
{
static Float:origin[3]
pev(id, pev_origin, origin)
new ent
static classname[32]
while((ent = fm_find_ent_in_sphere(ent, origin, get_pcvar_float(cvar_revival_dis))) != 0)
{
pev(ent, pev_classname, classname, 31)
if(equali(classname, "fake_corpse") && fm_is_ent_visible(id, ent))
return ent
}
return 0
}
stock msg_bartime(id, seconds)
{
if(is_user_bot(id)||!is_user_alive(id)||!is_user_connected(id))
return
new necro_hp = get_user_health(id)
if((fm_get_user_button(id) & IN_USE)) set_user_health(id,necro_hp-10)
message_begin(MSG_ONE, g_msg_bartime, _, id)
write_byte(seconds)
write_byte(0)
message_end()
}
stock msg_statusicon(id, status)
{
if(is_user_bot(id))
return
message_begin(MSG_ONE, g_msg_statusicon, _, id)
write_byte(status)
write_string("rescue")
write_byte(0)
write_byte(160)
write_byte(0)
message_end()
}
public task_respawn(taskid)
{
new id = taskid - TASKID_RESPAWN
if (!is_user_connected(id) || is_user_alive(id) || cs_get_user_team(id) == CS_TEAM_SPECTATOR) return
set_pev(id, pev_deadflag, DEAD_RESPAWNABLE)
dllfunc(DLLFunc_Think, id)
dllfunc(DLLFunc_Spawn, id)
set_pev(id, pev_iuser1, 0)
set_task(0.1, "task_check_respawn", TASKID_CHECKRE + id)
}
public task_check_respawn(taskid)
{
new id = taskid - TASKID_CHECKRE
if(pev(id, pev_iuser1))
set_task(0.1, "task_respawn", TASKID_RESPAWN + id)
else
set_task(0.1, "task_origin", TASKID_ORIGIN + id)
}
public task_stuck_check(taskid)
{
new id = taskid - TASKID_CHECKST
static Float:origin[3]
pev(id, pev_origin, origin)
if(origin[2] == pev(id, pev_zorigin))
set_task(0.1, "task_respawn", TASKID_RESPAWN + id)
else
set_task(0.1, "task_setplayer", TASKID_SETUSER + id)
}
public task_setplayer(taskid)
{
new id = taskid - TASKID_SETUSER
fm_give_item(id, "weapon_knife")
if(player_item_id[id]==17) fm_set_user_health(id,5) //stalker ring
else fm_set_user_health(id, get_pcvar_num(cvar_revival_health))
message_begin(MSG_ONE,g_msg_screenfade, _, id)
write_short(seconds(2))
write_short(seconds(2))
write_short(0)
write_byte(0)
write_byte(0)
write_byte(0)
write_byte(255)
message_end()
}
//respawn enemy
public task_respawn2(taskid)
{
new id = taskid - TASKID_RESPAWN
if (!is_user_connected(id) || is_user_alive(id) || cs_get_user_team(id) == CS_TEAM_SPECTATOR) return
set_pev(id, pev_deadflag, DEAD_RESPAWNABLE)
dllfunc(DLLFunc_Think, id)
dllfunc(DLLFunc_Spawn, id)
set_pev(id, pev_iuser1, 0)
set_task(0.1, "task_check_respawn2", TASKID_CHECKRE + id)
}
public task_check_respawn2(taskid)
{
new id = taskid - TASKID_CHECKRE
if(pev(id, pev_iuser1))
set_task(0.1, "task_respawn2", TASKID_RESPAWN + id)
else
set_task(0.1, "task_origin2", TASKID_ORIGIN + id)
}
public task_origin2(taskid)
{
new id = taskid - TASKID_ORIGIN
engfunc(EngFunc_SetOrigin, id, g_body_origin[id])
static Float:origin[3]
pev(id, pev_origin, origin)
set_pev(id, pev_zorigin, origin[2])
set_task(0.1, "task_stuck_check2", TASKID_CHECKST + id)
}
public task_stuck_check2(taskid)
{
new id = taskid - TASKID_CHECKST
static Float:origin[3]
pev(id, pev_origin, origin)
if(origin[2] == pev(id, pev_zorigin))
set_task(0.1, "task_respawn2", TASKID_RESPAWN + id)
else
set_task(0.1, "task_setplayer2", TASKID_SETUSER + id)
}
public task_setplayer2(taskid)
{
new id = taskid - TASKID_SETUSER
fm_give_item(id, "weapon_knife")
fm_give_item(id, "weapon_mp5navy")
if(player_item_id[id]==17) fm_set_user_health(id,5) //stalker ring
else fm_set_user_health(id, race_heal[player_class[id]]+player_strength[id]*2)
set_user_godmode(id, 1)
set_task(3.0,"god_off",id)
}
public god_off(id)
{
set_user_godmode(id, 0)
}
//respawn enemy
stock bool:findemptyloc(ent, Float:radius)
{
if(!fm_is_valid_ent(ent))
return false
static Float:origin[3]
pev(ent, pev_origin, origin)
origin[2] += 2.0
new owner = pev(ent, pev_owner)
new num = 0, bool:found = false
while(num <= 100)
{
if(is_hull_vacant(origin))
{
g_body_origin[owner][0] = origin[0]
g_body_origin[owner][1] = origin[1]
g_body_origin[owner][2] = origin[2]
found = true
break
}
else
{
origin[0] += random_float(-radius, radius)
origin[1] += random_float(-radius, radius)
origin[2] += random_float(-radius, radius)
num++
}
}
return found
}
stock bool:is_hull_vacant(const Float:origin[3])
{
new tr = 0
engfunc(EngFunc_TraceHull, origin, origin, 0, HULL_HUMAN, 0, tr)
if(!get_tr2(tr, TR_StartSolid) && !get_tr2(tr, TR_AllSolid) && get_tr2(tr, TR_InOpen))
return true
return false
}
public Forward_FM_PlayerPreThink(id)
{
static Float:fPunchAngle[3]
pev(id, pev_punchangle, fPunchAngle)
if( fPunchAngle[0] == -5)
{
if(fm_get_user_longjump(id) && JumpsLeft[id]>0)JumpsLeft[id]--
write_hud(id)
if(JumpsLeft[id]<1) fm_set_user_longjump(id,false,true)
return FMRES_HANDLED
}
return FMRES_IGNORED
}
public count_jumps(id)
{
if( is_user_connected(id))
{
if( player_class[id]== Paladyn ) JumpsMax[id]=5+floatround(player_intelligence[id]/10.0)
else JumpsMax[id]=0
new clip,ammo
new weapon=get_user_weapon(id,clip,ammo)
if(weapon == CSW_KNIFE && JumpsMax[id]>0) fm_set_user_longjump(id,true,true)
}
}
////////////////////////////////////////////////////////////////////////////////
// Noze //
////////////////////////////////////////////////////////////////////////////////
public give_knife(id)
{
new knifes = 0
if(player_class[id] == Ninja) knifes = 5 + floatround ( player_intelligence[id]/10.0 , floatround_floor )
else if(player_class[id] == Zabojca) knifes = 1 + floatround ( player_intelligence[id]/20.0 , floatround_floor )
max_knife[id] = knifes
player_knife[id] = knifes
}
public command_knife(id)
{
if(!is_user_alive(id)) return PLUGIN_HANDLED
if(!player_knife[id])
{
client_print(id,print_center,"Nie masz juz nozy do rzucania")
return PLUGIN_HANDLED
}
if(tossdelay[id] > get_gametime() - 0.5) return PLUGIN_HANDLED
else tossdelay[id] = get_gametime()
player_knife[id]--
if (player_knife[id] == 1) {
client_print(id,print_center,"Zostal ci tylko 1 nuz!")
}
new Float: Origin[3], Float: Velocity[3], Float: vAngle[3], Ent
entity_get_vector(id, EV_VEC_origin , Origin)
entity_get_vector(id, EV_VEC_v_angle, vAngle)
Ent = create_entity("info_target")
if (!Ent) return PLUGIN_HANDLED
entity_set_string(Ent, EV_SZ_classname, "throwing_knife")
entity_set_model(Ent, "models/diablomod/w_throwingknife.mdl")
new Float:MinBox[3] = {-1.0, -7.0, -1.0}
new Float:MaxBox[3] = {1.0, 7.0, 1.0}
entity_set_vector(Ent, EV_VEC_mins, MinBox)
entity_set_vector(Ent, EV_VEC_maxs, MaxBox)
vAngle[0] -= 90
entity_set_origin(Ent, Origin)
entity_set_vector(Ent, EV_VEC_angles, vAngle)
entity_set_int(Ent, EV_INT_effects, 2)
entity_set_int(Ent, EV_INT_solid, 1)
entity_set_int(Ent, EV_INT_movetype, 6)
entity_set_edict(Ent, EV_ENT_owner, id)
VelocityByAim(id, get_cvar_num("diablo_knife_speed") , Velocity)
entity_set_vector(Ent, EV_VEC_velocity ,Velocity)
return PLUGIN_HANDLED
}
public touchKnife(knife, id)
{
new kid = entity_get_edict(knife, EV_ENT_owner)
if(is_user_alive(id))
{
new movetype = entity_get_int(knife, EV_INT_movetype)
if(movetype == 0)
{
if( player_knife[id] < max_knife[id] )
{
player_knife[id] += 1
client_print(id,print_center,"Obecna liczba nozy: %i",player_knife[id])
}
emit_sound(knife, CHAN_ITEM, "weapons/knife_deploy1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
remove_entity(knife)
}
else if (movetype != 0)
{
if(kid == id) return
remove_entity(knife)
if(get_cvar_num("mp_friendlyfire") == 0 && get_user_team(id) == get_user_team(kid)) return
entity_set_float(id, EV_FL_dmg_take, get_cvar_num("diablo_knife") * 1.0)
if((get_user_health(id) - get_cvar_num("diablo_knife")) <= 0) UTIL_Kill(kid,id,"knife")
else {
set_user_health(id, get_user_health(id) - get_cvar_num("diablo_knife"))
message_begin(MSG_ONE,get_user_msgid("ScreenShake"),{0,0,0},id);
write_short(7<<14);
write_short(1<<13);
write_short(1<<14);
message_end();
}
if(get_user_team(id) == get_user_team(kid)) {
new name[33]
get_user_name(kid,name,32)
client_print(0,print_chat,"%s attacked a teammate",name)
}
emit_sound(id, CHAN_ITEM, "weapons/knife_hit4.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
}
}
}
public touchWorld(knife, world)
{
entity_set_int(knife, EV_INT_movetype, 0)
emit_sound(knife, CHAN_ITEM, "weapons/knife_hitwall1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
}
public kill_all_entity(classname[]) {
new iEnt = find_ent_by_class(-1, classname)
new tEnt
while(iEnt > 0) {
tEnt = iEnt
iEnt = find_ent_by_class(iEnt, classname)
remove_entity(tEnt)
}
}
////////////////////////////////////////////////////////////////////////////////
// koniec z nozami //
////////////////////////////////////////////////////////////////////////////////
public mod_info(id)
{
client_print(id,print_console,"Witamy w Diablomod by Miczu & GuTeK")
client_print(id,print_console,"")
client_print(id,print_console,"Odlegla baza tego moda jest Diablo Mod v8.0 by N1ghtmr1 ")
client_print(id,print_console,"Od tego czasu numeracja zostala zresetowana i zaczynalismy od v.1")
client_print(id,print_console,"")
client_print(id,print_console,"")
client_print(id,print_console,"Lista osob ktore przyczynily sie zmianie kodu:")
client_print(id,print_console,"(nie zgloszeni buga, autentyczna pomoc)")
client_print(id,print_console,"")
client_print(id,print_console,"SkinnerBox - poprawa transalcji (od 5.4a)")
client_print(id,print_console,"DK - pomoc w testach wersji pod SQL")
client_print(id,print_console,"")
client_print(id,print_console,"")
client_print(id,print_console,"")
client_print(id,print_console,"Jesli kogos pominelem to zglosic sie na forum")
client_print(id,print_console,"")
return PLUGIN_HANDLED
}
////////////////////////////////////////////////////////////////////////////////
// Hunter part code //
////////////////////////////////////////////////////////////////////////////////
public command_arrow(id)
{
if(!is_user_alive(id)) return PLUGIN_HANDLED
new Float: Origin[3], Float: Velocity[3], Float: vAngle[3], Ent
entity_get_vector(id, EV_VEC_origin , Origin)
entity_get_vector(id, EV_VEC_v_angle, vAngle)
Ent = create_entity("info_target")
if (!Ent) return PLUGIN_HANDLED
entity_set_string(Ent, EV_SZ_classname, "xbow_arrow")
entity_set_model(Ent, cbow_bolt)
new Float:MinBox[3] = {-2.8, -2.8, -0.8}
new Float:MaxBox[3] = {2.8, 2.8, 2.0}
entity_set_vector(Ent, EV_VEC_mins, MinBox)
entity_set_vector(Ent, EV_VEC_maxs, MaxBox)
vAngle[0] *= -1
Origin[2]+=10
entity_set_origin(Ent, Origin)
entity_set_vector(Ent, EV_VEC_angles, vAngle)
entity_set_int(Ent, EV_INT_effects, 2)
entity_set_int(Ent, EV_INT_solid, 1)
entity_set_int(Ent, EV_INT_movetype, 5)
entity_set_edict(Ent, EV_ENT_owner, id)
VelocityByAim(id, get_cvar_num("diablo_arrow_speed") , Velocity)
set_rendering (Ent,kRenderFxGlowShell, 255,0,0, kRenderNormal,56)
entity_set_vector(Ent, EV_VEC_velocity ,Velocity)
return PLUGIN_HANDLED
}
public command_bow(id)
{
if(!is_user_alive(id)) return PLUGIN_HANDLED
if(bow[id] == 1){
entity_set_string(id,EV_SZ_viewmodel,cbow_VIEW)
entity_set_string(id,EV_SZ_weaponmodel,cvow_PLAYER)
bowdelay[id] = get_gametime()
}else if(player_sword[id] == 1)
{
entity_set_string(id, EV_SZ_viewmodel, SWORD_VIEW)
entity_set_string(id, EV_SZ_weaponmodel, SWORD_PLAYER)
bow[id]=0
}
else
{
entity_set_string(id,EV_SZ_viewmodel,KNIFE_VIEW)
entity_set_string(id,EV_SZ_weaponmodel,KNIFE_PLAYER)
bow[id]=0
}
return PLUGIN_CONTINUE
}
public toucharrow(arrow, id)
{
new kid = entity_get_edict(arrow, EV_ENT_owner)
new lid = entity_get_edict(arrow, EV_ENT_enemy)
if(is_user_alive(id))
{
if(kid == id || lid == id) return
entity_set_edict(arrow, EV_ENT_enemy,id)
//remove_entity(arrow)
new dmg = get_cvar_num("diablo_arrow") + player_intelligence[kid] * 3
if(get_cvar_num("mp_friendlyfire") == 0 && get_user_team(id) == get_user_team(kid)) return
Effect_Bleed(id,248)
if(get_user_health(id) - dmg <= 0)
{
UTIL_Kill(kid,id,"knife")
bowdelay[kid] = get_gametime() - 3.5
}
else {
set_user_health(id, get_user_health(id) - dmg)
message_begin(MSG_ONE,get_user_msgid("ScreenShake"),{0,0,0},id);
write_short(7<<14);
write_short(1<<13);
write_short(1<<14);
message_end();
}
if(get_user_team(id) == get_user_team(kid)) {
new name[33]
get_user_name(kid,name,32)
client_print(0,print_chat,"%s attacked a teammate",name)
}
emit_sound(id, CHAN_ITEM, "weapons/knife_hit4.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
}
}
public touchWorld2(arrow, world)
{
remove_entity(arrow)
}
public hunter_Line(id,vid,end[3])
{
if(is_user_alive(id) && is_user_alive(vid) && trace_bool[id])
{
new start[3]
get_user_origin(vid,start)
message_begin(MSG_ONE,SVC_TEMPENTITY,{0,0,0},id)
write_byte(0)
write_coord(start[0]) // starting pos
write_coord(start[1])
write_coord(start[2])
write_coord(end[0]) // ending pos
write_coord(end[1])
write_coord(end[2])
write_short(sprite_line) // sprite index
write_byte(1) // starting frame
write_byte(5) // frame rate
write_byte(100) // life
write_byte(1) // line width
write_byte(0) // noise
write_byte(200) // RED
write_byte(100) // GREEN
write_byte(100) // BLUE
write_byte(75) // brightness
write_byte(5) // scroll speed
message_end()
new parms[5];
for(new i=0;i<3;i++)
{
parms[i] = start[i]
}
parms[3]=id
parms[4]=vid
set_task(0.20,"charge_hunter",id+TARACE_TASK+vid*100,parms,5)
}
}
public charge_hunter(parms[])
{
new stop[3]
for(new i=0;i<3;i++)
{
stop[i] =parms[i]
}
hunter_Line(parms[3],parms[4],stop)
}
public grenade_throw(id, ent, wID)
{
if(!g_TrapMode[id] || !is_valid_ent(ent))
return PLUGIN_CONTINUE
new Float:fVelocity[3]
VelocityByAim(id, cvar_throw_vel, fVelocity)
entity_set_vector(ent, EV_VEC_velocity, fVelocity)
new Float: angle[3]
entity_get_vector(ent,EV_VEC_angles,angle)
angle[0]=0.00
entity_set_vector(ent,EV_VEC_angles,angle)
entity_set_float(ent,EV_FL_dmgtime,get_gametime()+3.5)
entity_set_int(ent, NADE_PAUSE, 0)
entity_set_int(ent, NADE_ACTIVE, 0)
entity_set_int(ent, NADE_VELOCITY, 0)
entity_set_int(ent, NADE_TEAM, get_user_team(id))
new param[1]
param[0] = ent
set_task(3.0, "task_ActivateTrap", 0, param, 1)
return PLUGIN_CONTINUE
}
public task_ActivateTrap(param[])
{
new ent = param[0]
if(!is_valid_ent(ent))
return PLUGIN_CONTINUE
entity_set_int(ent, NADE_PAUSE, 1)
entity_set_int(ent, NADE_ACTIVE, 1)
new Float:fOrigin[3]
entity_get_vector(ent, EV_VEC_origin, fOrigin)
fOrigin[2] -= 8.1*(1.0-floatpower( 2.7182, -0.06798*float(player_agility[entity_get_edict(ent,EV_ENT_owner)])))
entity_set_vector(ent, EV_VEC_origin, fOrigin)
return PLUGIN_CONTINUE
}
public think_Grenade(ent)
{
new entModel[33]
entity_get_string(ent, EV_SZ_model, entModel, 32)
if(!is_valid_ent(ent) || equal(entModel, "models/w_c4.mdl"))
return PLUGIN_CONTINUE
if(entity_get_int(ent, NADE_PAUSE))
return PLUGIN_HANDLED
return PLUGIN_CONTINUE
}
public think_Bot(bot)
{
new ent = -1
while((ent = find_ent_by_class(ent, "grenade")))
{
new entModel[33]
entity_get_string(ent, EV_SZ_model, entModel, 32)
if(equal(entModel, "models/w_c4.mdl"))
continue
if(!entity_get_int(ent, NADE_ACTIVE))
continue
new Players[32], iNum
get_players(Players, iNum, "a")
for(new i = 0; i < iNum; ++i)
{
new id = Players[i]
if(entity_get_int(ent, NADE_TEAM) == get_user_team(id))
continue
if(get_entity_distance(id, ent) > cvar_activate_dis || player_speed(id) <200.0)
continue
if(entity_get_int(ent, NADE_VELOCITY)) continue
new Float:fOrigin[3]
entity_get_vector(ent, EV_VEC_origin, fOrigin)
while(PointContents(fOrigin) == CONTENTS_SOLID)
fOrigin[2] += 100.0
entity_set_vector(ent, EV_VEC_origin, fOrigin)
drop_to_floor(ent)
new Float:fVelocity[3]
entity_get_vector(ent, EV_VEC_velocity, fVelocity)
fVelocity[2] += float(cvar_nade_vel)
entity_set_vector(ent, EV_VEC_velocity, fVelocity)
entity_set_int(ent, NADE_VELOCITY, 1)
new param[1]
param[0] = ent
//set_task(cvar_explode_delay, "task_ExplodeNade", 0, param, 1)
entity_set_float(param[0], EV_FL_nextthink, halflife_time() + cvar_explode_delay)
entity_set_int(param[0], NADE_PAUSE, 0)
}
}
if(get_timeleft()<2 && map_end<2)
{
map_end=2
}
else if(get_timeleft()<6 && map_end<1)
{
new play[32],num
get_players(play,num)
for(new i=0;i<num;i++)
{
savexpcom(play[i])
}
map_end=1
}
entity_set_float(bot, EV_FL_nextthink, halflife_time() + 0.02)
}
stock Float:player_speed(index)
{
new Float:vec[3]
pev(index,pev_velocity,vec)
vec[2]=0.0
return floatsqroot ( vec[0]*vec[0]+vec[1]*vec[1] )
}
public _create_ThinkBot()
{
new think_bot = create_entity("info_target")
if(!is_valid_ent(think_bot))
log_amx("For some reason, the universe imploded, reload your server")
else
{
entity_set_string(think_bot, EV_SZ_classname, "think_bot")
entity_set_float(think_bot, EV_FL_nextthink, halflife_time() + 1.0)
}
}
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