float vPos[3];
float vAng[3];
float vVel[3];
float vRot[3];
GetClientEyeAngles(client, vAng);
GetClientEyePosition(client, vPos);
vPos[2] -= 5.0;
// Set velocity
GetAngleVectors(vAng, vVel, NULL_VECTOR, NULL_VECTOR);
NormalizeVector(vVel, vVel);
ScaleVector(vVel, 1000.0); // Scale to ~ 250+ for projectiles other than the Grenade Launcher
// Random spin
vRot[0] = GetRandomFloat(300.0, 500.0);
vRot[1] = GetRandomFloat(300.0, 500.0);
vRot[2] = GetRandomFloat(-500.0, 500.0);
// int entity = L4D_PipeBombPrj(client, vPos, vAng, true, vVel, vRot); // With particles
// int entity = L4D_PipeBombPrj(client, vPos, vAng, false); // Without particles
// int entity = L4D_PipeBombPrj(client, vPos, vAng, true, vVel, vRot);
int entity = L4D_MolotovPrj(client, vPos, vAng, vVel, vRot);
// int entity = L4D2_VomitJarPrj(client, vPos, vAng, vVel, vRot);
// int entity = L4D2_SpitterPrj(client, vPos, vAng, vVel, vRot);
// int entity = L4D2_GrenadeLauncherPrj(client, vPos, vAng, vVel, vRot);
L4D_RemoveEntityDelay(entity, 5.0);
// */
return Plugin_Handled;
yes i copy the test plugin code and set scale to 10000, things happen
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