Well
I just wanted to show you what i have but im kind today.
Code:
public Action OnPlayerRunCmd(int client, int &buttons, int &impulse, float vel[3], float angles[3], int &weapon, int &subtype, int &cmdnum, int &tickcount, int &seed, int mouse[2])
if(cVb_WallHang == true)
{
if(IsClientVIP(client, g_AccType[ACC_EVIP]) || i_bShop[client][Shop_Wallhang] == 1)
{
if(buttons & IN_USE && b_ClientWallHang[client] == false)
{
float f_FinallVector[3];
float f_EyePosition[3];
float f_EyeViewPoint[3];
GetClientEyePosition(client, f_EyePosition);
GetPlayerEyeViewPoint(client, f_EyeViewPoint);
MakeVectorFromPoints(f_EyeViewPoint, f_EyePosition, f_FinallVector);
if(GetVectorLength(f_FinallVector) < 30)
{
b_ClientWallHang[client] = true;
}
}
else if(buttons & IN_JUMP && b_ClientWallHang[client] == true)
{
SetEntityMoveType(client, MOVETYPE_WALK);
float f_cLoc[3];
float f_cAng[3];
float f_cEndPos[3];
float f_vector[3];
GetClientEyePosition(client, f_cLoc);
GetClientEyeAngles(client, f_cAng);
TR_TraceRayFilter(f_cLoc, f_cAng, MASK_ALL, RayType_Infinite, TraceRayTryToHit);
TR_GetEndPosition(f_cEndPos);
MakeVectorFromPoints(f_cLoc, f_cEndPos, f_vector);
NormalizeVector(f_vector, f_vector);
ScaleVector(f_vector, 320.0);
TeleportEntity(client, NULL_VECTOR, NULL_VECTOR, f_vector);
b_ClientWallHang[client] = false;
}
if(b_ClientWallHang[client] == true)
{
SetEntityMoveType(client, MOVETYPE_NONE);
float f_Velocity[3] = {0.0, 0.0, 0.0};
TeleportEntity(client, NULL_VECTOR, NULL_VECTOR, f_Velocity);
}
}
}
}
public bool TraceRayTryToHit(int entity,int mask)
{
if(entity > 0 && entity <= MaxClients)
{
return false;
}
return true;
}
stock bool GetPlayerEyeViewPoint(int client, float pos[3])
{
float f_Angles[3];
float f_Origin[3];
GetClientEyeAngles(client, f_Angles);
GetClientEyePosition(client, f_Origin);
Handle h_TraceFilter = TR_TraceRayFilterEx(f_Origin, f_Angles, MASK_SOLID, RayType_Infinite, TraceEntityFilterPlayer);
if(TR_DidHit(h_TraceFilter))
{
TR_GetEndPosition(pos, h_TraceFilter);
CloseHandle(h_TraceFilter);
return true;
}
CloseHandle(h_TraceFilter);
return false;
}
public bool TraceEntityFilterPlayer(int iEntity,int iContentsMask)
{
return iEntity > MaxClients;
}
It should be all
"i hope"