PHP Code:
/* - - - - - - - - - - -
AMX Mod X script.
| Author : Arkshine
| Plugin : WPN Squeak Grenade
| Version : v1.0.6 - without WM.
(!) Support : http://forums.alliedmods.net/showthread.php?t=93659
(!) Version without WeaponMod required and for Zombie Plague.
This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the
Free Software Foundation; either version 2 of the License, or (at
your option) any later version.
This program is distributed in the hope that it will be useful, but
WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software Foundation,
Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Description :
- - - - - - -
Basically, it's almost the same weapon that you can see in Half-life 1.
Snarks are small, red, and bulbous, with a large (in relation to body porportion)
single green eye and a large pincer-like mandible. Snarks are normally calm creatures
that show little signs of intelligence, but if they see any living creature other
than another Snark, they immediately begin to attack it. They attack aggressively,
persistently, and erratically, leaping and biting at their target.
A full description can be found here : http://half-life.wikia.com/wiki/Snark .
Requirement :
- - - - - - -
* CS 1.6 / CZ.
* AMX Mod X 1.8.x or higher.
Changelog :
- - - - - -
v1.0.6 : [ 11 jul 2009 ]
(+) Initial release.
Credits :
- - - - -
* HLSDK
* DevconeS
* VEN
* Sproily ( Alternative models )
- - - - - - - - - - - */
#include <amxmodx>
#include <fakemeta>
#include <cstrike>
#include <hamsandwich>
#include <engine>
#include <fun>
#include <zombieplague>
#define Plugin "[ZP] Extra: Squeak Grenade"
#define Version "1.0.6-wwm"
#define Author "Arkshine"
// --| Zombie Plaque: Extra item configuration.
#define ZP_EXTRA_ITEM_NAME "Snark INFECTOR"
#define ZP_EXTRA_ITEM_COST 14
// --| Comment if you want to use the default model from valve.
#define ALTERNATIVE_MODEL
// --| Snark trail.
#define TRAIL_LIFE 40 // Life
#define TRAIL_WIDTH 4 // Width
#define TRAIL_RED 10 // Red
#define TRAIL_GREEN 224 // Red
#define TRAIL_BLUE 10 // Green
#define TRAIL_BRIGTHNESS 200 // Blue
/* - - -
| WEAPON MODELS |
- - - */
#if !defined ALTERNATIVE_MODEL
new const gModel_P[] = "models/p_squeak.mdl";
new const gModel_V[] = "models/v_squeak.mdl";
#else
new const gModel_P[] = "models/p_alt_squeak.mdl";
new const gModel_V[] = "models/v_alt_squeak_gflip.mdl";
#endif
/* - - -
| SNARK SOUNDS |
- - - */
new const gSnarkHunt1Sound [] = "squeek/sqk_hunt1.wav";
new const gSnarkHunt2Sound [] = "squeek/sqk_hunt2.wav";
new const gSnarkHunt3Sound [] = "squeek/sqk_hunt3.wav";
new const gSnarkDieSound [] = "squeek/sqk_die1.wav";
new const gSnarkAttackSound [] = "squeek/sqk_deploy1.wav";
new const gSnarkBlastSound [] = "weapons/sqk_blast2.wav";
new const gSnarkBodySplatSound[] = "common/bodysplat.wav";
/* - - -
| SNARK MODEL |
- - - */
new
#if !defined ALTERNATIVE_MODEL
gSnarkModel[] = "models/w_squeak.mdl";
#else
gSnarkModel[] = "models/w_alt_squeak.mdl";
#endif
/* - - -
| SEQUENCE |
- - - */
enum
{
wsqueak_idle1,
wsqueak_fidget,
wsqueak_jump,
wsqueak_run
};
enum
{
squeak_idle1,
squeak_fidgetfit,
squeak_fidgetnip,
squeak_down,
squeak_up,
squeak_throw
};
/* - -
| CONSTANTS |
- - */
const BLOOD_COLOR_RED = 247;
const BLOOD_COLOR_YELLOW = 195;
const MAX_CLIENTS = 32;
const MAX_KNIFE_MODEL_LENGTH = 128;
const NONE = -1;
const NULL_ENT = 0;
enum _:Coord_e
{
Float:x,
Float:y,
Float:z
};
enum _:Angle_e
{
Float:Pitch,
Float:Yaw,
Float:Roll
};
enum
{
HuntThink = 1,
SuperBounceTouch,
RemoveSnark
};
new const Float:gHullMin [ Coord_e ] = { -16.0, -16.0, -36.0 };
new const Float:gDuckHullMin[ Coord_e ] = { -16.0, -16.0, -18.0 };
new const gWeaponCommand [] = "weapon_hegrenade";
new const gWeaponIndex = CSW_HEGRENADE;
new const gGenericEntity [] = "info_target";
new const gSnarkClassName[] = "wpn_snark";
/* - - - -
| PLAYER/WEAPON OFFSETS |
- - - - */
const m_flNextAttack = 83 // Player.
const m_pActiveWeapon = 373; // Player.
const m_pPlayer = 41; // Weapon.
const m_flNextPrimaryAttack = 46; // Weapon.
/* - - -
| CUSTOM FIELD |
- - - */
#define pev_NextHunt pev_fuser1
#define pev_NextBounceSoundTime pev_fuser2
#define pev_NextHit pev_fuser3
#define pev_NextAttack pev_fuser4
#define pev_DetonateDelay pev_ltime
#define pev_RealOwner pev_iuser1
#define pev_Remove pev_iuser2
#define pev_EnemyTarget pev_vuser1
#define pev_PosPrev pev_vuser2
/* - - -
| CVAR POINTER |
- - - */
new pCvarAmmo;
new pCvarRefireRate;
new pCvarHealth;
new pCvarVelocity;
new pCvarDamagePop;
new pCvarDamageRadius;
new pCvarGravity;
new pCvarFriction;
new pCvarDetonateDelay;
new pCvarFieldOfView;
new pCvarShowTrail;
/* - - - -
| SPRITES/MODELS INDEX |
- - - - */
new gBloodSpray;
new gBloodDrop;
new gSmokeTrail;
/* - - - -
| OTHERS STUFFS |
- - - */
new bool:gHasSnark [ MAX_CLIENTS + 1 char ];
new bool:gWeaponActive[ MAX_CLIENTS + 1 char ];
new bool:gJustThrown [ MAX_CLIENTS + 1 char ];
new Float:gNextShot [ MAX_CLIENTS + 1 ];
new Float:gTimeWeaponIdle[ MAX_CLIENTS + 1 ];
new gPlayerAmmo[ MAX_CLIENTS + 1 char ];
new const gSnarkHealthReference = 10000;
new gSnarkClassNameReference;
new gMaxEntities;
new gMaxClients;
new gMsgidAmmoX;
new gSnarInfector;
new bool:armor[33],bool:is_alive[33],bool:is_connected[33],bool:is_bot[33],g_MaxPlayers;
/* - -
| MACROS |
- - */
#define VectorSubtract(%1,%2,%3) ( %3[ x ] = %1[ x ] - %2[ x ], %3[ y ] = %1[ y ] - %2[ y ], %3[ z ] = %1[ z ] - %2[ z ] )
#define VectorAdd(%1,%2,%3) ( %3[ x ] = %1[ x ] + %2[ x ], %3[ y ] = %1[ y ] + %2[ y ], %3[ z ] = %1[ z ] + %2[ z ] )
#define VectorCopy(%1,%2) ( %2[ x ] = %1[ x ], %2[ y ] = %1[ y ], %2[ z ] = %1[ z ] )
#define VectorScale(%1,%2,%3) ( %3[ x ] = %2 * %1[ x ], %3[ y ] = %2 * %1[ y ], %3[ z ] = %2 * %1[ z ] )
#define VectorMA(%1,%2,%3,%4) ( %4[ x ] = %1[ x ] + %2 * %3[ x ], %4[ y ] = %1[ y ] + %2 * %3[ y ], %4[ z ] = %1[ z ] + %2 * %3[ z ] )
#define VectorMS(%1,%2,%3,%4) ( %4[ x ] = %1[ x ] - %2 * %3[ x ], %4[ y ] = %1[ y ] - %2 * %3[ y ], %4[ z ] = %1[ z ] - %2 * %3[ z ] )
#define VectorLength(%1) ( floatsqroot ( %1[ x ] * %1[ x ] + %1[ y ] * %1[ y ] + %1[ z ] * %1[ z ] ) )
#define VectorEqual(%1,%2) ( %1[ x ] == %2[ x ] && %1[ y ] == %2[ y ] && %1[ z ] == %2[ z ] )
#define DotProduct(%1,%2) ( %1[ x ] * %2[ x ]+ %1[ y ] * %2[ y ] + %1[ z ] * %2[ z ] )
#define message_begin_f(%1,%2,%3) ( engfunc ( EngFunc_MessageBegin, %1, %2, %3 ) )
#define write_coord_f(%1) ( engfunc ( EngFunc_WriteCoord, %1 ) )
//connect valid?
#define is_user_valid_connected(%1) (1 <= %1 <= g_MaxPlayers && is_connected[%1])
public plugin_precache ()
{
// --| Weapon models.
precache_model( gModel_P );
precache_model( gModel_V );
// --| Snark model.
precache_model( gSnarkModel );
// --| Snark sounds.
precache_sound( gSnarkBlastSound );
precache_sound( gSnarkBodySplatSound );
precache_sound( gSnarkDieSound );
precache_sound( gSnarkHunt1Sound );
precache_sound( gSnarkHunt2Sound );
precache_sound( gSnarkHunt3Sound );
precache_sound( gSnarkAttackSound );
gBloodSpray = precache_model( "sprites/bloodspray.spr" ); // initial blood
gBloodDrop = precache_model( "sprites/blood.spr" ); // splattered blood
}
public plugin_init ()
{
register_plugin( Plugin, Version, Author );
register_cvar( "zp_snark_version", Version, FCVAR_SERVER | FCVAR_SPONLY );
gSnarInfector = zp_register_extra_item( ZP_EXTRA_ITEM_NAME, ZP_EXTRA_ITEM_COST, ZP_TEAM_ZOMBIE );
g_MaxPlayers = get_maxplayers()
pCvarAmmo = register_cvar( "wpn_sg_ammo" , "5" );
pCvarRefireRate = register_cvar( "wpn_sg_refire_rate" , "0.3" );
pCvarHealth = register_cvar( "wpn_sg_health" , "10" );
pCvarVelocity = register_cvar( "wpn_sg_velocity" , "5" );
pCvarDamagePop = register_cvar( "wpn_sg_damage_pop" , "10" );
pCvarDamageRadius = register_cvar( "wpn_sg_damage_radius" , "15" );
pCvarGravity = register_cvar( "wpn_sg_gravity" , "0.5" );
pCvarFriction = register_cvar( "wpn_sg_friction" , "0.5" );
pCvarDetonateDelay = register_cvar( "wpn_sg_detonate_delay" , "15" );
pCvarFieldOfView = register_cvar( "wpn_sg_fov" , "0" );
pCvarShowTrail = register_cvar( "wpn_sg_show_trail" , "1" );
RegisterHam( Ham_Item_Deploy , gWeaponCommand, "CSqueak_Deploy", 1 );
RegisterHam( Ham_Item_Holster, gWeaponCommand, "CSqueak_Holster", 1 );
RegisterHam( Ham_TakeDamage, gGenericEntity, "CSqueak_TakeDamage", 1 );
RegisterHam(Ham_Killed, "player", "fw_PlayerKilled")
RegisterHam(Ham_Spawn, "player", "fw_PlayerSpawn_Post", 1)
register_forward(FM_ClientDisconnect, "fw_ClientDisconnect")
register_forward( FM_CmdStart, "CSqueak_HookButtons" );
register_forward( FM_PlayerPreThink, "CSqueak_WeaponIdle" );
register_think( gSnarkClassName, "CSqueak_HuntThink" );
register_touch( gSnarkClassName, "*", "CSqueak_SuperBounceTouch" );
// register_clcmd( "say test", "CSqueak_GiveWeapon" );
gMaxEntities = global_get( glb_maxEntities );
gMaxClients = global_get( glb_maxClients );
gSnarkClassNameReference = engfunc( EngFunc_AllocString, gSnarkClassName );
gMsgidAmmoX = get_user_msgid( "AmmoX" );
if ( get_pcvar_num( pCvarShowTrail ) )
{
gSmokeTrail = engfunc( EngFunc_PrecacheModel, "sprites/smoke.spr" );
}
}
// Client joins the game
public client_putinserver(id)
{
// Player joined
is_connected[id] = true
if (!is_user_bot(id)){
is_bot[id] = false
}else{
is_bot[id] = true
}
}
// Client leaving
public fw_ClientDisconnect(id)
{
is_connected[id] = false
is_alive[id] = false
}
public fw_PlayerSpawn_Post(id)
{
// Not alive or didn't join a team yet
if (!is_user_alive(id) || !cs_get_user_team(id))
return;
// Player spawned
is_alive[id] = true
}
public fw_PlayerKilled(victim, attacker, shouldgib)
{
//player die
is_alive[victim] = false
}
public zp_extra_item_selected ( Player, ItemId )
{
if ( ItemId == gSnarInfector )
{
CSqueak_GiveWeapon ( Player );
}
}
public zp_round_ended ( WinTeam )
{
new Snark = -1;
while ( ( Snark = find_ent_by_class( Snark, gSnarkClassName ) ) != NULL_ENT )
{
CSqueak_Killed ( Snark, 0, true );
}
for ( new Player = 1; Player <= gMaxClients; Player++ )
{
CheckAndRemoveWeapon ( Player );
}
}
public zp_round_started ( GameMod, Player )
{
if(is_bot[Player] || !is_alive[Player] || !cs_get_user_team(Player) ) return PLUGIN_CONTINUE
if ( !zp_get_user_zombie( Player ) )
{
CheckAndRemoveWeapon ( Player );
}
return PLUGIN_CONTINUE
}
public zp_user_humanized_pre( Player, Survivor )
{
CheckAndRemoveWeapon ( Player );
}
stock CheckAndRemoveWeapon ( const Player )
{
if ( user_has_weapon( Player, gWeaponIndex ) )
{
RemoveWeapon ( Player, get_user_weapon( Player ) == gWeaponIndex ?
get_pdata_cbase( Player, m_pActiveWeapon ) :
find_ent_by_owner ( -1, gWeaponCommand, Player ) );
}
return PLUGIN_CONTINUE
}
public client_connect ( Player )
{
gHasSnark { Player } = false;
gWeaponActive{ Player } = false;
gJustThrown { Player } = false;
gPlayerAmmo { Player } = get_pcvar_num( pCvarAmmo );
}
public CSqueak_GiveWeapon( const Player )
{
gHasSnark{ Player } = true;
gPlayerAmmo{ Player } = get_pcvar_num( pCvarAmmo );
give_item( Player, gWeaponCommand );
engclient_cmd( Player, gWeaponCommand );
}
public CSqueak_PrimaryAttack ( const Player )
{
static Float:VAngle [ Angle_e ];
static Float:Origin [ Coord_e ];
static Float:TraceOrigin[ Coord_e ];
static Float:Forward [ Coord_e ];
static Float:Start [ Coord_e ];
static Float:End [ Coord_e ];
static Float:EndPos [ Coord_e ];
static Float:Velocity [ Coord_e ];
static Float:Fraction;
if ( gPlayerAmmo{ Player } )
{
if ( pev( Player, pev_waterlevel ) >= 3 )
{
emit_sound( Player, CHAN_WEAPON, gSnarkDieSound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM + 5 );
gNextShot[ Player ] = get_gametime() + get_pcvar_float( pCvarRefireRate );
return PLUGIN_HANDLED;
}
pev( Player, pev_origin, Origin );
pev( Player, pev_v_angle, VAngle );
pev( Player, pev_velocity, Velocity );
engfunc( EngFunc_MakeVectors, VAngle );
VectorCopy( Origin, TraceOrigin );
if ( pev( Player, pev_flags ) & FL_DUCKING )
{
TraceOrigin[ x ] = TraceOrigin[ x ] - ( gHullMin[ x ] - gDuckHullMin[ x ] );
TraceOrigin[ y ] = TraceOrigin[ y ] - ( gHullMin[ y ] - gDuckHullMin[ y ] );
TraceOrigin[ z ] = TraceOrigin[ z ] - ( gHullMin[ z ] - gDuckHullMin[ z ] );
}
global_get( glb_v_forward, Forward );
VectorMA ( TraceOrigin, 20.0, Forward, Start );
VectorMA ( TraceOrigin, 64.0, Forward, End );
engfunc( EngFunc_TraceLine, Start, End, DONT_IGNORE_MONSTERS, NULL_ENT, 0 );
get_tr2( 0, TR_Fraction, Fraction );
get_tr2( 0, TR_vecEndPos, EndPos );
if ( !get_tr2( 0, TR_AllSolid ) && !get_tr2( 0, TR_StartSolid ) && Fraction > 0.25 )
{
// --| Play the throw animation.
UTIL_PlayWeaponAnimation ( Player, squeak_throw );
// --| player "shoot" animation
//
VectorMA ( Velocity, get_pcvar_float( pCvarVelocity ), Forward, Velocity );
if ( CSqueak_Create ( Player, EndPos, VAngle, Velocity ) )
{
new Float:CurrentTime = get_gametime();
switch ( random_num( 0, 2 ) )
{
case 0: emit_sound( Player, CHAN_WEAPON, gSnarkHunt1Sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM );
case 1: emit_sound( Player, CHAN_WEAPON, gSnarkHunt2Sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM );
case 2: emit_sound( Player, CHAN_WEAPON, gSnarkHunt3Sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM );
}
gPlayerAmmo{ Player }--;
gJustThrown{ Player } = true;
UpdateHud ( Player );
gNextShot[ Player ] = CurrentTime + get_pcvar_float( pCvarRefireRate );
gTimeWeaponIdle[ Player ] = CurrentTime + 1.0;
return PLUGIN_CONTINUE;
}
}
}
return PLUGIN_HANDLED;
}
public CSqueak_Deploy ( const Weapon )
{
// --| Get the knife's owner index.
new Player = get_pdata_cbase( Weapon, m_pPlayer, 4 );
if ( Player && gHasSnark{ Player } )
{
// --| Change knife to snark weapon.
ChangeWeaponToSnark ( Player );
// --| Play the deploy animation.
UTIL_PlayWeaponAnimation ( Player, squeak_up );
emit_sound ( Weapon, CHAN_VOICE , random_float ( 0.0, 1.0 ) <= 0.5 ? gSnarkHunt2Sound : gSnarkHunt3Sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM );
// --| Block the primary attack.
set_pdata_float( Weapon, m_flNextPrimaryAttack, 9999.0, 4 );
set_pdata_float( Player, m_flNextAttack, 9999.0 );
// --| Update Ammo on HUD.
UpdateHud ( Player );
// --| We are holding the weapon.
gWeaponActive{ Player } = true;
}
}
public CSqueak_Holster ( const Weapon )
{
// --| Get the knife's owner index.
new Player = get_pdata_cbase( Weapon, m_pPlayer, 4 );
if ( Player && gHasSnark{ Player } && gWeaponActive{ Player } )
{
// --| We are not holding the weapon anymore.
gWeaponActive{ Player } = false;
set_pdata_float( Player, m_flNextAttack, get_gametime() + 0.5 );
if ( !gPlayerAmmo{ Player } && user_has_weapon( Player, gWeaponIndex ) )
{
RemoveWeapon ( Player, get_pdata_cbase( Player, m_pActiveWeapon ) );
}
else
{
// --| Play the holster animation.
UTIL_PlayWeaponAnimation ( Player, squeak_down );
emit_sound( Player, CHAN_WEAPON, "common/null.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM );
}
}
}
public CSqueak_Killed ( const Snark, const Killer, const bool:ShouldGib )
{
new Float:Direction[ Coord_e ];
new Float:Origin [ Coord_e ];
pev( Snark, pev_origin, Origin );
set_pev( Snark, pev_model, 0 );
set_pev( Snark, pev_Remove, RemoveSnark );
set_pev( Snark, pev_DetonateDelay, get_gametime() + 0.1 );
set_pev( Snark, pev_takedamage, DAMAGE_NO );
emit_sound( Snark, CHAN_ITEM, gSnarkBlastSound, VOL_NORM, ATTN_NORM / 2, 0, PITCH_NORM );
emit_sound( Snark, CHAN_VOICE, gSnarkBodySplatSound, 0.75, ATTN_NORM, 0, PITCH_NORM * 2 );
UTIL_RandomBloodVector( Direction );
FX_BloodDrips ( Origin, BLOOD_COLOR_YELLOW, .Amount = 60 );
FX_StreakSplash ( Origin, Direction, .Color = 5, .Count = 16, .Speed = 50, .VelocityRange = 200 );
UTIL_RadiusDamage ( Origin, Snark, pev( Snark, pev_RealOwner ), get_pcvar_float( pCvarDamagePop ), get_pcvar_float( pCvarDamageRadius ), DMG_BLAST );
}
/* public CZombie_Killed ( const Zombie, const Human, const bool:ShouldGid )
{
if ( zp_get_user_zombie( Zombie ) && gHasSnark{ Zombie } )
{
}
} */
public CSqueak_TakeDamage ( const Snark, const Inflictor, const Attacker, const Float:Damage, const DamageBits )
{
if ( is_valid_ent( Snark ) && pev( Snark, pev_groupinfo ) == gSnarkClassNameReference )
{
if ( pev( Snark, pev_health ) - gSnarkHealthReference <= 0 )
{
CSqueak_Killed ( Snark, Attacker, .ShouldGib = true );
}
}
}
public CSqueak_HookButtons ( const Player, const UC_Handle, const Seed )
{
static Float:CurrentTime;
static Buttons;
if ( gHasSnark{ Player } && gWeaponActive{ Player } && ( Buttons = get_uc( UC_Handle, UC_Buttons ) ) & IN_ATTACK )
{
CurrentTime = get_gametime();
if ( gNextShot[ Player ] > CurrentTime )
{
return FMRES_HANDLED;
}
if ( CSqueak_PrimaryAttack ( Player ) == PLUGIN_HANDLED )
{
return FMRES_HANDLED;
}
set_uc( UC_Handle, UC_Buttons, Buttons & ~IN_ATTACK );
return FMRES_HANDLED;
}
return FMRES_IGNORED;
}
const g_armor_amount = 50
const g_armor_limit = 999
public CSqueak_HuntThink ( const Snark )
{
if ( !is_valid_ent( Snark ) )
{
return HAM_IGNORED;
}
static Float:Origin [ Coord_e ];
static Float:Velocity[ Coord_e ];
static Float:Angles [ Coord_e ];
static Float:Flat [ Coord_e ];
static Float:CurrentTime;
static Float:DieDelay;
static Float:NextHunt;
static Float:SPitch;
static Enemy;
pev( Snark, pev_velocity, Velocity );
pev( Snark, pev_origin, Origin );
if ( !UTIL_IsInWorld ( Origin, Velocity ) )
{
set_pev( Snark, pev_flags, pev( Snark, pev_flags ) | FL_KILLME );
return HAM_IGNORED;
}
CurrentTime = get_gametime();
set_pev( Snark, pev_nextthink, CurrentTime + 0.1 );
pev( Snark, pev_NextHunt, NextHunt );
pev( Snark, pev_DetonateDelay, DieDelay );
pev( Snark, pev_angles, Angles );
if ( CurrentTime >= DieDelay )
{
if ( pev( Snark, pev_Remove ) )
{
set_pev( Snark, pev_flags, pev( Snark, pev_flags ) | FL_KILLME );
return HAM_IGNORED;
}
set_pev( Snark, pev_health, -1.0 );
CSqueak_Killed ( Snark, 0, true );
return HAM_IGNORED;
}
if ( pev( Snark, pev_waterlevel ) != 0 )
{
if ( pev( Snark, pev_movetype ) == MOVETYPE_BOUNCE )
{
set_pev( Snark, pev_movetype, MOVETYPE_FLY );
}
VectorScale ( Velocity, 0.9, Velocity );
Velocity[ z ] += 8.0;
set_pev( Snark, pev_velocity, Velocity );
}
else if ( pev( Snark, pev_movetype ) == MOVETYPE_FLY )
{
set_pev( Snark, pev_movetype, MOVETYPE_BOUNCE );
}
if ( NextHunt > CurrentTime )
{
return HAM_IGNORED;
}
set_pev( Snark, pev_NextHunt, CurrentTime + 2.0 );
VectorCopy ( Velocity, Flat );
Flat[ z ] = 0.0;
VectorNormalize ( Flat, Flat );
engfunc( EngFunc_MakeVectors, Angles );
if ( ( Enemy = pev( Snark, pev_enemy ) ) == NULL_ENT || !is_alive[ Enemy ] || zp_get_user_zombie( Enemy ) )
{
Enemy = UTIL_BestVisibleEnemy ( Snark, 512.0 );
}
if ( 0.3 <= DieDelay - CurrentTime <= 0.5 )
{
set_pev( Snark, pev_scale, 2.0 );
emit_sound( Snark, CHAN_VOICE, gSnarkDieSound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM + random_num( 0, 0x3F ) );
}
SPitch = 155.0 - 60.0 * ( ( DieDelay - CurrentTime ) / get_pcvar_float( pCvarDetonateDelay ) );
if ( SPitch < 80.0 ) { SPitch = 80.0; }
if ( Enemy != NULL_ENT && !zp_get_user_zombie( Enemy ) )
{
static Float:Target[ Coord_e ];
static Float:Vel;
static Float:Adj;
pev( Snark, pev_EnemyTarget, Target );
if ( UTIL_FVisible( Snark, Enemy ) )
{
static Float:EyePosition[ Coord_e ];
UTIL_EyePosition ( Enemy, EyePosition );
VectorSubtract ( EyePosition, Origin, Target );
VectorNormalize ( Target, Target );
set_pev( Snark, pev_EnemyTarget, Target );
}
Vel = VectorLength ( Velocity );
Adj = 50.0 / ( Vel + 10.0 );
if ( Adj > 1.2 ) { Adj = 1.2; }
Velocity[ x ] = Velocity[ x ] * Adj + Target[ x ] * 300.0;
Velocity[ y ] = Velocity[ y ] * Adj + Target[ y ] * 300.0;
Velocity[ z ] = Velocity[ z ] * Adj + Target[ z ] * 300.0;
set_pev( Snark, pev_velocity, Velocity );
}
if ( pev( Snark, pev_flags ) & FL_ONGROUND )
{
set_pev( Snark, pev_avelocity, Float:{ 0.0, 0.0, 0.0 } );
}
else
{
static Float:AVelocity[ Coord_e ];
pev( Snark, pev_avelocity, AVelocity );
if ( AVelocity[ x ] == 0.0 && AVelocity[ y ] == 0.0 && AVelocity[ z ] == 0.0 )
{
AVelocity[ x ] = random_float( -100.0, 100.0 );
AVelocity[ z ] = random_float( -100.0, 100.0 );
set_pev( Snark, pev_avelocity, AVelocity );
}
}
static Float:PosPrev[ Coord_e ];
pev( Snark, pev_PosPrev, PosPrev );
VectorSubtract ( Origin, PosPrev, PosPrev );
if ( VectorLength ( PosPrev ) < 1.0 )
{
Velocity[ x ] = random_float( -100.0, 100.0 );
Velocity[ y ] = random_float( -100.0, 100.0 );
set_pev( Snark, pev_velocity, Velocity );
}
set_pev( Snark, pev_PosPrev, Origin );
vector_to_angle( Velocity, Angles );
Angles[ z ] = 0.0;
Angles[ x ] = 0.0;
set_pev( Snark, pev_angles, Angles );
return HAM_IGNORED;
}
public CSqueak_SuperBounceTouch ( const Snark, const Other )
{
if ( !is_valid_ent( Snark ) )
{
return;
}
static Float:Angles [ Angle_e ];
static Float:NextHit;
static Float:DieDelay;
static Float:NextAttack;
static Float:NextBounceSoundTime;
static Float:SPitch;
static Float:CurrentTime;
static Owner;
Owner = pev( Snark, pev_owner );
if ( Owner && Other == Owner )
{
return;
}
SPitch = PITCH_NORM * 1.0;
CurrentTime = get_gametime();
set_pev( Snark, pev_owner, NULL_ENT );
pev( Snark, pev_angles, Angles );
pev( Snark, pev_NextHit, NextHit );
pev( Snark, pev_DetonateDelay, DieDelay );
pev( Snark, pev_NextAttack, NextAttack );
pev( Snark, pev_NextBounceSoundTime, NextBounceSoundTime );
Angles[ x ] = 0.0;
Angles[ z ] = 0.0;
set_pev( Snark, pev_angles, Angles );
if ( NextHit > CurrentTime )
{
return;
}
SPitch = 155.0 - 60.0 * ( ( DieDelay - CurrentTime ) / get_pcvar_float( pCvarDetonateDelay ) );
if ( 1 <= Other <= gMaxClients && pev( Other, pev_takedamage ) && NextAttack < CurrentTime )
{
static Hit;
Hit = global_get( glb_trace_ent );
if ( Hit == Other && pev( Hit, pev_modelindex ) != pev( Snark, pev_modelindex ) && 1 <= Other <= gMaxClients )
{
Owner = pev( Snark, pev_RealOwner );
if(Other!=Owner && is_alive[Other] && is_user_valid_connected(Owner) && !zp_get_user_zombie( Other ) ){
if(pev(Other, pev_armorvalue)>float(g_armor_amount)) armor[Other] = true
else armor[Other] = false
if ( zp_get_user_last_human( Other ) || zp_get_user_survivor( Other ) || armor[Other])
{
static Float:Forward [ Coord_e ];
static Float:EndPos [ Coord_e ];
static Float:OriginSnark[ Coord_e ];
static Float:OriginOther[ Coord_e ];
static Trace;
static Float:Damage;
Trace = create_tr2();
pev( Snark, pev_dmg, Damage );
pev( Snark, pev_origin, OriginSnark );
pev( Other, pev_origin, OriginOther );
engfunc( EngFunc_TraceLine, OriginSnark, OriginOther, DONT_IGNORE_MONSTERS, Snark, Trace );
get_tr2( Trace, TR_vecPlaneNormal, Forward );
get_tr2( Trace, TR_vecEndPos, EndPos );
ExecuteHam( Ham_TraceBleed, Other, Damage, Forward, Trace, DMG_SLASH );
free_tr2( Trace );
FX_BloodDrips ( EndPos, BLOOD_COLOR_RED, .Amount = floatround( Damage ) );
if(armor[Other])
set_pev(Other, pev_armorvalue, float(min(pev(Other, pev_armorvalue)-g_armor_amount, g_armor_limit)));
else
ExecuteHam( Ham_TakeDamage, Other, Snark, Owner, Damage, DMG_SLASH );
set_pev( Snark, pev_dmg, get_pcvar_float( pCvarDamagePop ) );
}
else
{
zp_infect_user( Other, Owner, .silent = 0, .rewards = 1 );
zp_set_user_ammo_packs( Owner, zp_get_user_ammo_packs( Owner ) + 1 );
set_user_frags( Owner, get_user_frags( Owner ) + 1 );
set_pev( Snark, pev_enemy, NULL_ENT );
}
}
emit_sound( Snark, CHAN_WEAPON, gSnarkAttackSound, VOL_NORM, ATTN_NORM, 0, floatround( SPitch ) );
set_pev( Snark, pev_NextAttack, CurrentTime + 0.5 );
}
}
set_pev( Snark, pev_NextHit, CurrentTime + 0.1 );
set_pev( Snark, pev_NextHunt, CurrentTime );
if ( CurrentTime < NextBounceSoundTime )
{
return;
}
if ( !( pev( Snark, pev_flags ) & FL_ONGROUND ) )
{
switch ( random( 10 ) )
{
case 0 .. 3 : emit_sound( Snark, CHAN_VOICE, gSnarkHunt1Sound, VOL_NORM, ATTN_NORM, 0, floatround( SPitch ) );
case 4 .. 7 : emit_sound( Snark, CHAN_VOICE, gSnarkHunt2Sound, VOL_NORM, ATTN_NORM, 0, floatround( SPitch ) );
default : emit_sound( Snark, CHAN_VOICE, gSnarkHunt3Sound, VOL_NORM, ATTN_NORM, 0, floatround( SPitch ) );
}
}
set_pev( Snark, pev_NextBounceSoundTime, CurrentTime + 0.5 );
}
CSqueak_Create ( const Player, const Float:Origin[ Coord_e ], const Float:Angles[ Coord_e], const Float:Velocity[ Coord_e ] )
{
new Snark = create_entity( gGenericEntity );
if ( is_valid_ent( Snark ) )
{
set_pev( Snark, pev_classname, gSnarkClassName );
set_pev( Snark, pev_groupinfo, gSnarkClassNameReference );
set_pev( Snark, pev_owner, Player );
set_pev( Snark, pev_origin, Origin );
set_pev( Snark, pev_angles, Angles );
set_pev( Snark, pev_velocity, Velocity );
CSqueak_Spawn ( Player, Snark, Origin );
return Snark;
}
return NULL_ENT;
}
CSqueak_Spawn ( const Player, const Snark, const Float:Origin[ Coord_e ] )
{
new Float:CurrentTime = get_gametime();
set_pev( Snark, pev_movetype, MOVETYPE_BOUNCE );
set_pev( Snark, pev_solid, SOLID_BBOX );
entity_set_model ( Snark, gSnarkModel );
entity_set_size ( Snark, Float:{ -4.0, -4.0, 0.0 }, Float:{ 4.0, 4.0, 8.0 } );
entity_set_origin( Snark, Origin );
set_pev( Snark, pev_nextthink, CurrentTime + 0.1 );
set_pev( Snark, pev_NextHunt, CurrentTime + 1000000.0 ); // NextHunt
set_pev( Snark, pev_DetonateDelay, CurrentTime + get_pcvar_float( pCvarDetonateDelay ) ); // DetonateDelay
set_pev( Snark, pev_NextBounceSoundTime, CurrentTime ); // NextBounceSoundTime
set_pev( Snark, pev_RealOwner, Player ); // RealOwner
set_pev( Snark, pev_flags, pev( Snark, pev_flags ) | FL_MONSTER );
set_pev( Snark, pev_takedamage, DAMAGE_AIM );
set_pev( Snark, pev_health, get_pcvar_float( pCvarHealth ) + gSnarkHealthReference );
set_pev( Snark, pev_gravity, get_pcvar_float( pCvarGravity ) );
set_pev( Snark, pev_friction, get_pcvar_float( pCvarFriction ) );
set_pev( Snark, pev_fov, get_pcvar_num( pCvarFieldOfView ) );
set_pev( Snark, pev_dmg, get_pcvar_float( pCvarDamagePop ) );
// --| Force snark to run.
set_pev( Snark, pev_sequence, wsqueak_run );
set_pev( Snark, pev_framerate, 1.0 );
set_pev( Snark, pev_animtime, CurrentTime );
if ( get_pcvar_num( pCvarShowTrail ) )
{
message_begin ( MSG_BROADCAST, SVC_TEMPENTITY );
write_byte ( TE_BEAMFOLLOW );
write_short ( Snark );
write_short ( gSmokeTrail );
write_byte ( TRAIL_LIFE ); // life
write_byte ( TRAIL_WIDTH ); // width
write_byte ( TRAIL_RED );
write_byte ( TRAIL_GREEN );
write_byte ( TRAIL_BLUE );
write_byte ( TRAIL_BRIGTHNESS );
message_end();
}
}
public CSqueak_WeaponIdle ( const Player )
{
if ( gHasSnark{ Player } && gWeaponActive{ Player } )
{
static Float:CurrentTime;
CurrentTime = get_gametime();
if ( gTimeWeaponIdle[ Player ] > CurrentTime )
{
return;
}
if ( gJustThrown{ Player } )
{
gJustThrown{ Player } = false;
if ( !gPlayerAmmo{ Player } )
{
RemoveWeapon ( Player, get_pdata_cbase( Player, m_pActiveWeapon ) );
return;
}
UTIL_PlayWeaponAnimation ( Player, squeak_up );
gTimeWeaponIdle[ Player ] = CurrentTime + random_float ( 10.0, 15.0 );
return;
}
new Animation;
new Float:NewTime;
switch ( random_num( 0, 10 ) )
{
case 0 .. 6 :
{
Animation = squeak_idle1;
NewTime = 30.0 / 16.0 * ( 2.0 );
}
case 7 .. 8 :
{
Animation = squeak_fidgetfit;
NewTime = 70.0 / 16.0;
}
default :
{
Animation = squeak_fidgetnip;
NewTime = 80.0 / 16.0;
}
}
UTIL_PlayWeaponAnimation ( Player, Animation );
gTimeWeaponIdle[ Player ] = CurrentTime + NewTime;
}
}
ChangeWeaponToSnark ( const Player )
{
set_pev( Player, pev_viewmodel2 , gModel_V );
set_pev( Player, pev_weaponmodel2, gModel_P );
}
UpdateHud ( const Player )
{
message_begin( MSG_ONE_UNRELIABLE, gMsgidAmmoX, .player = Player );
write_byte( 12 );
write_byte( gPlayerAmmo{ Player } );
message_end();
}
RemoveWeapon ( const Player, const Weapon )
{
ExecuteHamB( Ham_Weapon_RetireWeapon, Weapon );
ExecuteHamB( Ham_RemovePlayerItem, Player, Weapon );
ExecuteHamB( Ham_Item_Kill, Weapon );
set_pev( Player, pev_weapons, pev( Player, pev_weapons ) & ~( 1 << gWeaponIndex ) );
cs_set_user_bpammo( Player, gWeaponIndex, 0 );
gHasSnark{ Player } = false;
gWeaponActive{ Player } = false;
}
stock bool:UTIL_IsBSPModel ( const Entity )
{
return ( pev( entity, pev_solid ) == SOLID_BSP || pev( Entity, pev_movetype ) == MOVETYPE_STEP );
}
UTIL_BestVisibleEnemy ( const Snark, const Float:DistanceToSearch /* , const Flags */ )
{
static List[ MAX_CLIENTS ];
static Float:Distance;
static Float:Nearest;
static ReturnEntity;
static Count;
static Entity;
static i;
Nearest = 8192.0;
ReturnEntity = NULL_ENT;
Count = find_sphere_class( Snark, "player", DistanceToSearch, List, sizeof List );
for ( i = 0; i < Count; i++ )
{
Entity = List[ i ];
if ( zp_get_user_zombie( Entity ) )
{
continue;
}
if ( UTIL_FInViewCone ( Snark, Entity ) && UTIL_FVisible( Snark, Entity ) )
{
if ( ( Distance = entity_range( Snark, Entity ) ) <= Nearest )
{
Nearest = Distance;
ReturnEntity = Entity;
}
}
}
set_pev( Snark, pev_enemy, ReturnEntity );
return ReturnEntity;
}
UTIL_PlayWeaponAnimation ( const Player, const Sequence )
{
set_pev( Player, pev_weaponanim, Sequence );
message_begin( MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, .player = Player );
write_byte( Sequence );
write_byte( pev( Player, pev_body ) );
message_end();
}
bool:UTIL_IsInWorld ( const Float:Origin[ Coord_e ], const Float:Velocity[ Coord_e ] )
{
static i;
for ( i = x; i <= z; i++ )
{
if ( !( -4096.0 < Origin[ i ] < 4096.0 ) && !( -2000.0 < Velocity[ x ] < 2000.0 ) )
{
return false;
}
}
return true;
}
UTIL_RandomBloodVector ( Float:Direction[ Coord_e ] )
{
Direction[ x ] = random_float( -1.0, 1.0 );
Direction[ y ] = random_float( -1.0, 1.0 );
Direction[ z ] = random_float( 0.0, 1.0 );
}
FX_BloodDrips ( const Float:Origin[ Coord_e ], const BloodColor, const Amount )
{
message_begin_f( MSG_PVS, SVC_TEMPENTITY, Origin, NULL_ENT );
write_byte( TE_BLOODSPRITE );
write_coord_f( Origin[ x ] );
write_coord_f( Origin[ y ] );
write_coord_f( Origin[ z ] );
write_short( gBloodSpray ); // initial sprite model
write_short( gBloodDrop ); // droplet sprite models
write_byte( BloodColor ); // color index into host_basepal
write_byte( min( max( 3, ( Amount > 255 ? 255 : Amount ) / 10 ), 16 ) ); // size
message_end();
}
FX_StreakSplash ( const Float:Origin[ Coord_e ], const Float:Direction[ Coord_e ], const Color, const Count, const Speed, const VelocityRange )
{
message_begin_f( MSG_PVS, SVC_TEMPENTITY, Origin, NULL_ENT );
write_byte( TE_STREAK_SPLASH );
write_coord_f( Origin[ x ] );
write_coord_f( Origin[ y ] );
write_coord_f( Origin[ z ] );
write_coord_f( Direction[ x ] );
write_coord_f( Direction[ y ] );
write_coord_f( Direction[ z ] );
write_byte( min( Color, 255 ) );
write_short( Count );
write_short( Speed );
write_short( VelocityRange );// random velocity modifier
message_end();
}
stock FX_TraceBleed( const Victim, const Float:Damage, const Float:Dir[ Coord_e ], const TraceResult:Trace )
{
new TraceResult:BloodTrace;
new Float:TraceDir[ Coord_e ];
new Float:EndPos [ Coord_e ];
new Float:Noise;
new Float:Fraction;
new Count;
if ( Damage < 10 )
{
Noise = 0.1;
Count = 1;
}
else if ( Damage < 25 )
{
Noise = 0.2;
Count = 2;
}
else
{
Noise = 0.3;
Count = 4;
}
for ( new i = 0 ; i < Count ; i++ )
{
VectorScale ( Dir, -1.0, TraceDir );
TraceDir[ x ] += random_float( -Noise, Noise );
TraceDir[ y ] += random_float( -Noise, Noise );
TraceDir[ z ] += random_float( -Noise, Noise );
get_tr2( Trace, TR_vecEndPos, EndPos );
VectorMA ( EndPos, -172.0, TraceDir, TraceDir );
engfunc( EngFunc_TraceLine, EndPos, TraceDir, IGNORE_MONSTERS, Victim, BloodTrace );
get_tr2( BloodTrace, TR_flFraction, Fraction );
if ( Fraction != 1.0 )
{
FX_BloodDecalTrace( BloodTrace, EndPos, BLOOD_COLOR_RED );
}
}
}
stock FX_BloodDecalTrace ( const TraceResult:Trace, const Float:EndPos[ Coord_e ], const BloodColor )
{
new Hit;
new BaseIndex;
new DecalIndex;
new Float:Fraction;
switch ( BloodColor )
{
case BLOOD_COLOR_YELLOW : BaseIndex = get_decal_index( "{yblood1" );
case BLOOD_COLOR_RED : BaseIndex = get_decal_index( "{blood1" );
}
DecalIndex = BaseIndex + random_num( 0, 5 );
Hit = max( 0, get_tr2( Trace, TR_pHit ) );
get_tr2( Trace, TR_flFraction, Fraction );
if ( Fraction == 1.0 || ( Hit && !UTIL_IsBSPModel ( Hit ) ) )
{
return;
}
message_begin( MSG_BROADCAST, SVC_TEMPENTITY );
write_byte( Hit ? TE_DECAL : TE_WORLDDECAL );
write_coord_f( EndPos[ x ] );
write_coord_f( EndPos[ y ] );
write_coord_f( EndPos[ z ] );
write_byte( DecalIndex );
if ( Hit )
{
write_short( Hit );
}
message_end();
}
stock UTIL_RadiusDamage ( const Float:Origin[ Coord_e ], const Inflictor, const Attacker, const Float:Damage, const Float:Radius, const DamageBits )
{
static Entity;
static Trace;
static Float:AdjustedDamage;
static bool:InWater;
Entity = NULL_ENT;
InWater = UTIL_LiquidContents( Origin );
while ( ( Entity = find_ent_in_sphere( Entity, Origin, Radius ) ) != NULL_ENT )
{
if ( Entity == Inflictor )
{
continue;
}
if(!is_user_valid_connected(Entity)) return PLUGIN_CONTINUE
if(is_bot[Entity] || !is_alive[Entity] || !cs_get_user_team(Entity) ) return PLUGIN_CONTINUE
if ( pev( Entity, pev_takedamage ) && !zp_get_user_zombie( Entity ) && !zp_get_user_last_human( Entity ) )
{
static Float:EntOrigin[ Coord_e ];
static Float:EndPos [ Coord_e ];
static Float:Fraction;
pev( Entity, pev_origin, EntOrigin );
engfunc( EngFunc_TraceLine, Origin, EntOrigin, IGNORE_MONSTERS, Inflictor, Trace );
get_tr2( Trace, TR_flFraction, Fraction );
get_tr2( Trace, TR_vecEndPos, EndPos );
if ( Fraction == 1.0 || get_tr2( Trace, TR_pHit ) == Entity )
{
static Float:Delta[ Coord_e ];
static Float:Len;
if ( get_tr2( Trace, TR_StartSolid ) )
{
EndPos = Origin;
Fraction = 0.0;
}
AdjustedDamage = Damage;
VectorSubtract ( EndPos, Origin, Delta );
if ( ( Len = VectorLength ( Delta ) ) != 0.0 )
{
VectorScale ( Delta, 1 / Len, Delta );
}
if ( Len > 2.0 )
{
Len -= 2.0;
}
if ( ( AdjustedDamage *= ( 1.0 - Len / Radius ) ) <= 0 )
{
continue;
}
if ( InWater || pev( Entity, pev_waterlevel ) > 2 )
{
AdjustedDamage *= 0.5;
}
if ( Fraction != 1.0 )
{
ExecuteHam( Ham_TraceAttack, Entity, Inflictor, AdjustedDamage, Delta, Trace, DamageBits );
ExecuteHam( Ham_TakeDamage, Entity, Inflictor, Attacker, AdjustedDamage, DamageBits );
}
else
{
ExecuteHam( Ham_TakeDamage, Entity, Inflictor, Attacker, AdjustedDamage, DamageBits );
}
}
}
}
return PLUGIN_CONTINUE
}
stock UTIL_EntitiesInBox ( List[], const ListMax, const Float:Mins[ Coord_e ], const Float:Maxs[ Coord_e ], const Flags )
{
/*
static Float:Origin [ Coord_e ];
static Float:Delta [ Coord_e ];
static Float:Mins [ Coord_e ];
static Float:Maxs [ Coord_e ];
pev( Snark, pev_origin, Origin );
Delta[ x ] = Delta[ y ] = Delta[ z ] = DistanceToSearch;
VectorSubtract ( Origin, Delta, Mins );
VectorAdd ( Origin, Delta, Maxs );
Count = UTIL_EntitiesInBox ( List, sizeof List, Mins, Maxs, Flags );
*/
static Float:AbsMins[ Coord_e ];
static Float:AbsMaxs[ Coord_e ];
static Count;
static Entity;
Count = 0;
for ( Entity = 1; Entity <= gMaxEntities; Entity++ ) if( is_valid_ent( Entity ) )
{
if ( !( pev( Entity, pev_flags ) & Flags ) )
{
continue;
}
pev( Entity, pev_absmin, AbsMins );
pev( Entity, pev_absmax, AbsMaxs );
if ( Mins[ x ] > AbsMaxs[ x ] || Mins[ y ] > AbsMaxs[ y ] || Mins[ z ] > AbsMaxs[ z ] ||
Maxs[ x ] < AbsMins[ x ] || Maxs[ y ] < AbsMins[ y ] || Maxs[ z ] < AbsMins[ z ] )
{
continue;
}
List[ Count ] = Entity;
if ( Count++ >= ListMax )
{
return Count;
}
}
return Count;
}
bool:UTIL_FVisible ( const Entity, const Other )
{
static Float:LookerOrigin[ Coord_e ];
static Float:TargetOrigin[ Coord_e ];
static Float:Fraction;
static LookerWLevel;
static TargetWLevel;
if ( pev( Other, pev_flags ) & FL_NOTARGET )
{
return false;
}
LookerWLevel = pev ( Entity, pev_waterlevel );
TargetWLevel = pev ( Other, pev_waterlevel );
if ( ( LookerWLevel != 3 && TargetWLevel == 3 ) || ( LookerWLevel == 3 && TargetWLevel == 0 ) )
{
return false;
}
UTIL_EyePosition ( Entity, LookerOrigin );
UTIL_EyePosition ( Other, TargetOrigin );
engfunc( EngFunc_TraceLine, LookerOrigin, TargetOrigin, IGNORE_MONSTERS | IGNORE_GLASS, Entity, 0 );
get_tr2( 0, TR_flFraction, Fraction );
return Fraction == 1.0 ? true : false;
}
bool:UTIL_FInViewCone ( const Entity, const Other )
{
static Float:Angles [ Coord_e ];
static Float:HOrigin[ Coord_e ];
static Float:Origin [ Coord_e ];
pev( Entity, pev_angles, Angles );
engfunc( EngFunc_MakeVectors, Angles );
global_get( glb_v_forward, Angles );
Angles[ z ] = 0.0;
pev( Entity, pev_origin, HOrigin );
pev( Other, pev_origin, Origin );
VectorSubtract ( Origin, HOrigin, Origin );
Origin[ z ] = 0.0;
VectorNormalize ( Origin, Origin );
if ( DotProduct ( Origin, Angles ) > pev( Entity, pev_fov ) )
{
return true;
}
return false;
}
UTIL_EyePosition ( const Entity, Float:Origin[ Coord_e ] )
{
static Float:ViewOfs[ Coord_e ];
pev( Entity, pev_origin, Origin );
pev( Entity, pev_view_ofs, ViewOfs );
VectorAdd ( Origin, ViewOfs, Origin );
}
stock bool:UTIL_LiquidContents( const Float:Source[ Coord_e ] )
{
new Contents = point_contents( Source );
return ( Contents == CONTENTS_WATER || Contents == CONTENTS_SLIME || Contents == CONTENTS_LAVA );
}
VectorNormalize ( const Float:Source[ Coord_e ], Float:Output[ Coord_e ] )
{
static Float:InvLen;
InvLen = 1.0 / VectorLength ( Source );
Output[ x ] = Source[ x ] * InvLen;
Output[ y ] = Source[ y ] * InvLen;
Output[ z ] = Source[ z ] * InvLen;
}