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Bomb Defuse Predictions v1.2


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Plugin Info:     Modification:   Counter-Strike        Category:   Gameplay        Approver:   Xanimos (85)
Starsailor
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Join Date: Aug 2008
Location: Buenos Aires
Old 01-27-2010 , 23:48   Bomb Defuse Predictions v1.2
Reply With Quote #1

Bomb Defuse Predictions v1.2
Another simple useless plugin by me

Description:

With this plugin, when you are defusing the bomb, you can know if you have time to defuse or not. (a message will appear)

Cvars:

bdp_enabled (0|1) Enables|Disables plugin, Default 1

Modules:
Fakemeta
Hamsandwich

Credits:
Fran aka Asd': For nothing
Connor: I used some code from his plugin (c4 sprite timer). I always have to give credits to you

Translations
Code:
[es] by me
[en] by me & crazyeffect
[pt] by NGage70
[ru] by Romper
[tr] by KadiR & xD_1991
[de] by Nextra
[ro] by Il3gal
[fr] by Arkshine
Changelog:
Code:
v1.0: First release
v1.1: Code optimized - Thanks Connor
v1.2: Code optimized - Thanks Connor Again :), Added ML
Suggestions are welcome (:
Attached Files
File Type: txt bomb_defuse_predictions.txt (1.4 KB, 3357 views)
File Type: sma Get Plugin or Get Source (bomb_defuse_predictions.sma - 6754 views - 2.9 KB)
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Last edited by Starsailor; 03-24-2010 at 18:06.
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Zombiezzz
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Old 01-28-2010 , 00:08   Re: Bomb Defuse Predictions v1.0
Reply With Quote #2

cool
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NiQu
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Join Date: Nov 2009
Old 01-28-2010 , 00:28   Re: Bomb Defuse Predictions v1.0
Reply With Quote #3

gj
Could use this with deff or die plugin
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ConnorMcLeod
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Location: France (95)
Old 01-28-2010 , 03:01   Re: Bomb Defuse Predictions v1.0
Reply With Quote #4

You should base times to bomb entity offsets, would be more accurate.
But with such a plugin, you break fun from the game.

Try :

PHP Code:
#include <amxmodx>
// #include <amxmisc>
#include <cstrike>
#include <engine>
#include <fakemeta>
#include <hamsandwich>

new const VERSION[] = "0.0.1"

new g_iDefuser

public plugin_init()
{
    
register_plugin("c4 defuse time"VERSION"ConnorMcLeod")

    if( !
find_ent_by_class(FM_NULLENT"func_bomb_target") && find_ent_by_class(FM_NULLENT"info_bomb_target") )
    {
        
pause("ad")
        return
    }

    
RegisterHam(Ham_Use"grenade""CC4_Use_Pre"0)
    
RegisterHam(Ham_Use"grenade""CC4_Use_Post"1)
}

public 
CC4_Use_Pre(iC4ididactivatoruse_typeFloat:value)
{
    if( 
use_type == && value == 1.0 || cs_get_user_team(id) == CS_TEAM_CT || !cs_get_c4_defusing(iC4) )
    {
        
g_iDefuser id
    
}
}

public 
CC4_Use_Post(iC4ididactivatoruse_typeFloat:value)
{
    if( 
use_type != || value != 1.0 || g_iDefuser != id || !cs_get_c4_defusing(iC4) )
    {
        return
    }

    const 
m_flDefusedGameTime 99

    
new Float:flTime cs_get_c4_explode_timeiC4 ) - get_pdata_float(iC4m_flDefusedGameTime5)

    if( 
flTime >= 0.0 )
    {
        
client_print(idprint_chat"You can defuse the bomb and have an advance of %.3f seconds"flTime)
    }
    else
    {
        
client_print(idprint_chat"Take care, you miss %.3f seconds to defuse the bomb"flTime)
    }

You could also use :

register_event("BarTime", "Event_BarTime_Defuse", "be", "1=5", "1=10")

to detect the defuse event rather than the logevent.
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Last edited by ConnorMcLeod; 01-28-2010 at 03:28.
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Starsailor
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Old 01-28-2010 , 06:11   Re: Bomb Defuse Predictions v1.0
Reply With Quote #5

Quote:
Originally Posted by ConnorMcLeod View Post

You should base times to bomb entity offsets, would be more accurate.
Im workin on that

Quote:
Originally Posted by ConnorMcLeod View Post
But with such a plugin, you break fun from the game.
I dont think so

Quote:
Originally Posted by ConnorMcLeod View Post
You could also use :

register_event("BarTime", "Event_BarTime_Defuse", "be", "1=5", "1=10")

to detect the defuse event rather than the logevent.
I am using that :\
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Last edited by Starsailor; 01-28-2010 at 06:43.
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Old 01-28-2010, 12:39
Starsailor
This message has been deleted by Starsailor. Reason: bug
ConnorMcLeod
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Old 01-28-2010 , 13:08   Re: Bomb Defuse Predictions v1.1
Reply With Quote #6

set_fail_state("Invalid Map") implies that the plugin can't load due to an error, would be better to just pause it.
Code looks baaaaad

Also, why to you check if player has a defuser in BarTime event ???
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Starsailor
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Old 01-28-2010 , 13:18   Re: Bomb Defuse Predictions v1.1
Reply With Quote #7

Quote:
Originally Posted by ConnorMcLeod View Post
set_fail_state("Invalid Map") implies that the plugin can't load due to an error, would be better to just pause it.
Code looks baaaaad
oh, fuck , always learns something new

Quote:
Also, why to you check if player has a defuser in BarTime event ???
because with defuser it takes you 5 seg to defuse and without defuse 10 sec, but im sure that can be optimized
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crazyeffect
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Old 01-28-2010 , 13:19   Re: Bomb Defuse Predictions v1.1
Reply With Quote #8

I got a suggestion, wanna guess?

I think it would be good for this, since the messages show up pretty much.
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Starsailor
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Old 01-28-2010 , 13:24   Re: Bomb Defuse Predictions v1.1
Reply With Quote #9

Quote:
Originally Posted by crazyeffect View Post
I got a suggestion, wanna guess?

I think it would be good for this, since the messages show up pretty much.
Off course ML Man haha, in next version.
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hleV
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Old 01-28-2010 , 13:34   Re: Bomb Defuse Predictions v1.1
Reply With Quote #10

You should use #define for strings since you're using these multiple times in your code.
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