Code:
#pragma semicolon 1
#include <sourcemod>
#include <sdkhooks>
#include <sdktools>
#pragma newdecls required
#define DMG_FALL (1 << 5)
public Plugin myinfo =
{
name = "[CS:GO] No Fall Damage",
author = "alexip121093 & Neoxx",
description = "No Falling Damage & No Fall Damage Sound",
version = "1.0.1",
url = "https://forums.alliedmods.net/showthread.php?p=2316188"
}
public void OnPluginStart()
{
AddNormalSoundHook(SoundHook);
for(int i=1;i <= MaxClients;i++)
{
if(!IsClientInGame(i))
continue;
SDKHook(i, SDKHook_OnTakeDamage, OnTakeDamage);
}
}
public void OnClientPutInServer(int client)
{
SDKHook(client, SDKHook_OnTakeDamage, OnTakeDamage);
}
public Action SoundHook(int clients[64], int &numClients, char sound[PLATFORM_MAX_PATH], int &entity, int &channel, float &volume, int &level, int &pitch, int &flags)
{
if(StrContains(sound, "player/damage", false) >= 0)
return Plugin_Handled;
return Plugin_Continue;
}
public Action OnTakeDamage(int client, int &attacker, int &inflictor, float &damage, int &damagetype)
{
if (damagetype & DMG_FALL)
{
damage = 0.0;
return Plugin_Changed;
}
return Plugin_Continue;
}
I think setting damage to 0 removes a bug that makes the fun facts of the round say "%N took 500 damage from the earth"
__________________
I am available to make plugins for pay.
Discord: Eyal282#1334