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How to remove entites for 1 round?


  
 
 
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Exolent[jNr]
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Join Date: Feb 2007
Location: Tennessee
Old 05-05-2010 , 01:17   Re: How to remove entites for 1 round?
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Method #1:
Code:
#include < amxmodx > #include < engine > const HIDDEN_ENTITY_IDENTIFIER = 1234567890; HideEntityByModel( const szClassName[ ], const szModel[ ] ) {     new iEntity = -1;     new Float:vecRenderColor[ 3 ];         while( ( iEntity = find_ent_by_model( iEntity, szClassName, szModel ) ) )     {         entity_set_int( iEntity, EV_INT_iuser1, entity_get_int( iEntity, EV_INT_solid ) );                 entity_set_int( iEntity, EV_INT_solid, SOLID_NOT );                 entity_set_int( iEntity, EV_INT_iuser2, entity_get_int( iEntity, EV_INT_renderfx ) );         entity_get_vector( iEntity, EV_VEC_rendercolor, vecRenderColor );         entity_set_vector( iEntity, EV_VEC_vuser1, vecRenderColor );         entity_set_int( iEntity, EV_INT_iuser3, entity_get_int( iEntity, EV_INT_rendermode ) );         entity_set_float( iEntity, EV_FL_fuser1, entity_get_float( iEntity, EV_FL_renderamt ) );                 set_rendering( iEntity, kRenderFxNone, 0, 0, 0, kRenderTransTexture, 0 );                 entity_set_int( iEntity, EV_INT_iuser4, HIDDEN_ENTITY_IDENTIFIER );     } } ShowEntityByModel( const szClassName[ ], const szModel[ ] ) {     new iEntity = -1;     new Float:vecRenderColor[ 3 ];         while( ( iEntity = find_ent_by_model( iEntity, szClassName, szModel ) ) )     {         if( entity_get_int( iEntity, EV_INT_iuser4 ) == HIDDEN_ENTITY_IDENTIFIER )         {             entity_set_int( iEntity, EV_INT_solid, entity_get_int( iEntity, EV_INT_iuser1 ) );                         entity_set_int( iEntity, EV_INT_renderfx, entity_get_int( iEntity, EV_INT_iuser2 ) );             entity_get_vector( iEntity, EV_VEC_vuser1, vecRenderColor );             entity_set_vector( iEntity, EV_VEC_rendercolor, vecRenderColor );             entity_set_int( iEntity, EV_INT_rendermode, entity_get_int( iEntity, EV_INT_iuser3 ) );             entity_set_float( iEntity, EV_FL_renderamt, entity_get_float( iEntity, EV_FL_fuser1 ) );                         entity_set_int( iEntity, EV_INT_iuser4, 0 );         }     } }

Method #2:
Code:
#include < amxmodx > #include < engine > #include < fakemeta > const HIDDEN_ENTITY_IDENTIFIER = 1234567890; public plugin_init( ) {     register_forward( FM_AddToFullPack, "FwdAddToFullPack", 1 ); } public FwdAddToFullPack( esHandle, e, iEntity, iHost, iHostFlags, iPlayer, pSet ) {     if( !iPlayer && is_user_alive( iHost ) )     {         if( entity_get_int( iEntity, EV_INT_iuser4 ) == HIDDEN_ENTITY_IDENTIFIER )         {             set_es( esHandle, ES_Origin, Float:{ 9999.0, 9999.0, 9999.0 } );         }     } } HideEntityByModel( const szClassName[ ], const szModel[ ] ) {     new iEntity = -1;         while( ( iEntity = find_ent_by_model( iEntity, szClassName, szModel ) ) )     {         entity_set_int( iEntity, EV_INT_iuser4, HIDDEN_ENTITY_IDENTIFIER );     } } ShowHiddenEntityByModel( const szClassName[ ], const szModel[ ] ) {     new iEntity = -1;         while( ( iEntity = find_ent_by_model( iEntity, szClassName, szModel ) ) )     {         if( entity_get_int( iEntity, EV_INT_iuser4 ) == HIDDEN_ENTITY_IDENTIFIER )         {             entity_set_int( iEntity, EV_INT_iuser4, 0 );         }     } }
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