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Turanga_Leela
Junior Member
Join Date: Nov 2010
Old 09-01-2012 , 08:32   hl_weapon_physics
Reply With Quote #1

HL Weapon Physics

Autor: Turanga_Leela

Version: v0.6 [23.07.2012]

Description
Quote:
For Mods: hl / cs / csz
Add physics in to the game. Tested on win7 & linux

Attention - All plugin options in - *.inc
When plugin start 1st time - config file will be added automatically (addons/amxmodx/configs/hl_weapon_physics.ini). In it blocked classes list (1 class only! for 1 config line, for cs/csz auto add "grenade")
Cvars
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hl_ArmouryEntityCount - 1 // cs/csz : ent's count in - "armoury_entity"
hl_PhysicsDefaultGravity - 2.0 // default gravity (can be different)
hl_ThrowSpeedMultiple - 13 // speed multiple on throw... -> + "e" button
Macros
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#define Half_Life // hl || cs/csz (game switch)

#define BREAKABLE_REFLECT // "func_breakable" breakable reflect on players & monsters
#define PUSH_MONSTERS // push & damage

#define ADMIN_FLAGS ADMIN_IMMUNITY //admin flags - menu access "armoury_entity" - (ADMIN_IMMUNITY | ADMIN_BAN) ...

#define SOUNDS_ON // ...
#define WEAPON_THROWING_ON // Throwings ON (RECOMMENDED! )
#define SPRITE "sprites/arrow1.spr" // sprite - WEAPON_THROWING_ON
#define TRAILS_ON // trails on WP throw (+e)

Options bellow -> only for CS / CSZ

#define zBot_on_server // ON - if zBot on server (works on "cs/csz" ONLY!) plugin needed - "hamsandwich_zBot_FIX" (if need - ask me)
#define CLCMD_COMMAND "hl_WeaponPhysics_Menu" // clcmd - menu call

#define ARMOURY_ENTITY_RANDOMIZER // ...
#define PHYSICS_RENDERING // ...
#define SHOOT_GRENADES_ON // Cs/Csz
#define MESSAGE_ON // chat message, when grenade exploded by shot. Cs - Csz Only! (shoot grenades)
Const
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#define VECTOR_SUB 2.5 // vector[2] sub - on ground check
#define SEARCHING_RADIUS 5.0 // physics ent's searching radius
#define MAX_REFLECT_A_VELOCITY 192.0 // [0] && [2]
#define MAX_VELOCITY_MULTIPLE 2.5 // speed multiple [0] && [1] on dmg taken, if entity on angled ground!
#define MAX_DAMAGE_RECEIVED 255.0
#define AVAILABLE_MOVETYPE (1 << MOVETYPE_TOSS) // can be - (1 << MOVETYPE_TOSS | 1 << MOVETYPE_FLY) ...
#define MAX_REFLECT_VELOCITY 192.0 // max vel[2] jump power
#define DAMAGE_DIVIDER 0.032 // dmg multiple by shot
#define SOUND_HIT 0.5 // hit volume
#define SOUND_TOUCH 0.25 // touch volume
#define GROUND_TRACE_RESULT 0.65 // ground_trace[2] - high angle ground type
#define BLOCK_SOUND_BY_SPEED 128.0 // min speed to emit sound on touch

#define COUNTS_TO_RESET 6 // touch counts to -> hl_extensions (physics reflect)

#define PEV_DATA_SLOT pev_iuser2 // hl_extensions -> data, contain touch counts
#define PEV_GROUND_TYPE pev_iuser3 // ground type info -> '4' values, look -> // Ground type
#define PEV_JUMP_REDUCE pev_iuser4 // add velocity or not, depend from: 1)ground type 2)attacker
#define PEV_GROUND_DATA pev_vuser3 // entity ground data - contain ground trace result -> TR_vecPlaneNormal
Utube - http://www.youtube.com/watch?v=ZIV7Ukq7QqQ

PS
Special thanks: unnamed, for support. And noo00oob & Vlamis bug test
Code & idea taken from "Weapon Physics" и "Lie Flat" by "Nomexous" (now 2 in 1 for hl & cstrike/csz)
Attached Files
File Type: zip files.zip (150.9 KB, 1319 views)
File Type: zip sources.zip (14.3 KB, 1324 views)
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