View Single Post
mlibre
Veteran Member
Join Date: Nov 2015
Location: return PLUGIN_CONTINUE
Old 04-11-2021 , 08:11   Re: Set armor and helmet using only engine
Reply With Quote #14

Quote:
Originally Posted by Bugsy View Post
Are you accounting for everything that cs_set_user_armor() does?
Which do you think is better compared to entity_set_float

PHP Code:
static cell AMX_NATIVE_CALL entity_set_float(AMX *amxcell *params)
{
    
int iEnt params[1];
    
int idx params[2];
    
REAL fVal amx_ctof(params[3]);

    
CHECK_ENTITY_SIMPLE(iEnt);

    
edict_t *pEnt TypeConversion.id_to_edict(iEnt);

    switch (
idx)
    {
        case 
impacttime:
            
pEnt->v.impacttime fVal;
            break;
        case 
starttime:
            
pEnt->v.starttime fVal;
            break;
        case 
idealpitch:
            
pEnt->v.idealpitch fVal;
            break;
        case 
pitch_speed:
            
pEnt->v.pitch_speed fVal;
            break;
        case 
ideal_yaw:
            
pEnt->v.ideal_yaw fVal;
            break;
        case 
yaw_speed:
            
pEnt->v.yaw_speed fVal;
            break;
        case 
ltime:
            
pEnt->v.ltime fVal;
            break;
        case 
nextthink:
            
pEnt->v.nextthink fVal;
            break;
        case 
gravity:
            
pEnt->v.gravity fVal;
            break;
        case 
friction:
            
pEnt->v.friction fVal;
            break;
        case 
frame:
            
pEnt->v.frame fVal;
            break;
        case 
animtime:
            
pEnt->v.animtime fVal;
            break;
        case 
framerate:
            
pEnt->v.framerate fVal;
            break;
        case 
health:
            
pEnt->v.health fVal;
            break;
        case 
frags:
            
pEnt->v.frags fVal;
            break;
        case 
takedamage:
            
pEnt->v.takedamage fVal;
            break;
        case 
max_health:
            
pEnt->v.max_health fVal;
            break;
        case 
teleport_time:
            
pEnt->v.teleport_time fVal;
            break;
        case 
armortype:
            
pEnt->v.armortype fVal;
            break;
        case 
armorvalue:
            
pEnt->v.armorvalue fVal;
            break;
        case 
dmg_take:
            
pEnt->v.dmg_take fVal;
            break;
        case 
dmg_save:
            
pEnt->v.dmg_save fVal;
            break;
        case 
dmg:
            
pEnt->v.dmg fVal;
            break;
        case 
dmgtime:
            
pEnt->v.dmgtime fVal;
            break;
        case 
speed:
            
pEnt->v.speed fVal;
            break;
        case 
air_finished:
            
pEnt->v.air_finished fVal;
            break;
        case 
pain_finished:
            
pEnt->v.pain_finished fVal;
            break;
        case 
radsuit_finished:
            
pEnt->v.radsuit_finished fVal;
            break;
        case 
scale:
            
pEnt->v.scale fVal;
            break;
        case 
renderamt:
            
pEnt->v.renderamt fVal;
            break;
        case 
maxspeed:
            
pEnt->v.maxspeed fVal;
            break;
        case 
fov:
            
pEnt->v.fov fVal;
            break;
        case 
flFallVelocity:
            
pEnt->v.flFallVelocity fVal;
            break;
        case 
fuser1:
            
pEnt->v.fuser1 fVal;
            break;
        case 
fuser2:
            
pEnt->v.fuser2 fVal;
            break;
        case 
fuser3:
            
pEnt->v.fuser3 fVal;
            break;
        case 
fuser4:
            
pEnt->v.fuser4 fVal;
            break;
        default:
            return 
0;
            break;
    }

    return 
1;

__________________
mlibre is offline