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Senior Member
Join Date: Mar 2014
Location: Sweden
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04-17-2014
, 22:24
Re: Get weapon entity index when dropped
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#4
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Uhm.. This is making bugs that i've never seen before.. When i tried it, my screen like turned upside down.. or sideways :s.. I could walk around like that too.. Also i did not see my weapon. I'm suspecting there is something wrong with pev_health. When this happens, my health is set to 1, though i set health to 100 in the function. I noticed the value of "100" for pev_health that was wrong, and i changed it to a float value "100.0" from default "100", now i'm not even getting to the player menu.. This is really confusing. But.. the glow itself worked while my screen was twisted though
Here's a screenshot of it.
http://steamcommunity.com/sharedfile.../?id=250330790
Getting no error logs when debugging, or any errors compiling.
Plugin is not close to done.. i just started making it an hour ago, and all this happened when i ran it for the first time just to check that it was working as it should.. but here it is
PHP Code:
#include < amxmodx > #include < fakemeta_util > #include < cstrike > #include < colorchat >
#define OFFSET_PRIMARYWEAPON 116
#pragma semicolon 1
new const g_szPREFIX[ ] = "[AMXX]";
new pcvar_LastRequest;
new bool:Challenger[ 32 ], bool:Challenged[ 32 ]; new bool:g_bGame_S4S, bool:g_bGame_Guntoss, bool:g_bGame_Box;
public plugin_init() { register_plugin( "Last Request", "1.0", "BuckShot" ); pcvar_LastRequest = register_cvar("jb_lastrequest", "1"); register_clcmd( "say /lr", "Checks" ); register_forward( FM_SetModel, "Fwd_SetModel", 1 ); }
public Checks( id ) { if( get_pcvar_num( pcvar_LastRequest ) != 1 ) { set_pcvar_num( pcvar_LastRequest, 0 ); return PLUGIN_HANDLED; } if( cs_get_user_team( id ) != CS_TEAM_T ) { ColorChat( id, RED, "%s^x01 You must be a prisoner in order to get a last request", g_szPREFIX ); return PLUGIN_HANDLED; } new iPlayers[ 32 ], iPlayer, iPnum; new iCTcount, iTcount; get_players( iPlayers, iPnum, "a" ); for( new i = 0; i < iPnum; i++ ) { iPlayer = iPlayers[ i ]; switch( cs_get_user_team( iPlayer ) ) { case CS_TEAM_CT: iCTcount++; case CS_TEAM_T: iTcount++; } } if( iTcount > 1 ) { ColorChat( id, RED, "%s^x01 There are too many prisoners alive", g_szPREFIX ); return PLUGIN_HANDLED; } if( iCTcount == 0 ) { ColorChat( id, RED, "%s^x01 There are no guards alive", g_szPREFIX ); return PLUGIN_HANDLED; } LastRequest_Menu( id ); return PLUGIN_HANDLED; }
public LastRequest_Menu( id ) { new iMenu = menu_create( "\yChoose your Last Request", "LastRequest_Handler" ); menu_additem( iMenu, "\wShot for Shot", "", 0 ); menu_additem( iMenu, "\wGun Toss", "", 0 ); menu_additem( iMenu, "\wBoxing Match", "", 0 ); menu_setprop( iMenu, MPROP_EXIT, MEXIT_ALL ); menu_display( id, iMenu, 0 ); }
public LastRequest_Handler( id, iMenu, iItem ) { if( iItem == MENU_EXIT ) { menu_destroy( iMenu ); return PLUGIN_HANDLED; } switch( iItem ) { case 0: g_bGame_S4S = true; case 1: g_bGame_Guntoss = true; case 2: g_bGame_Box = true; } PlayerMenu( id ); return PLUGIN_HANDLED; }
public PlayerMenu( id ) { new iMenu = menu_create( "\yChoose your opponent:", "Games_Handler" ); new iPlayers[ 32 ], iTempid, iPnum; new szName[ 32 ], szUserid[ 32 ]; get_players( iPlayers, iPnum, "ae", "CT" ); for( new i = 0; i < iPnum; i++ ) { iTempid = iPlayers[ i ]; get_user_name( iTempid, szName, charsmax( szName ) ); formatex( szUserid, charsmax( szUserid ), "%d", get_user_userid( iTempid ) ); menu_additem( iMenu, szName, szUserid, 0 ); } menu_display( id, iMenu, 0 ); }
public Games_Handler( id, iMenu, iItem ) { if ( iItem == MENU_EXIT ) { menu_destroy( iMenu ); return PLUGIN_HANDLED; } new szData[ 6 ], szName[ 64 ]; new item_access, item_callback; menu_item_getinfo( iMenu, iItem, item_access, szData, charsmax( szData ), szName, charsmax( szName ), item_callback ); new szUserid = str_to_num( szData ); new iTempid = find_player( "k", szUserid ); if( iTempid && is_user_alive( iTempid ) ) { Challenger[ id ] = true; Challenged[ iTempid ] = true; new szName[ 32 ], szName2[ 32 ]; get_user_name( id, szName, charsmax( szName ) ); get_user_name( iTempid, szName2, charsmax( szName2 ) ); if( g_bGame_S4S ) { StripWeapons( id ); StripWeapons( iTempid ); set_pev( id, pev_health, 100.0 ); set_pev( iTempid, pev_health, 100.0 ); fm_give_item( id, "weapon_deagle" ); fm_give_item( iTempid, "weapon_deagle" ); cs_set_user_bpammo( id, CSW_DEAGLE, 35 ); cs_set_user_bpammo( iTempid, CSW_DEAGLE, 35 ); ColorChat( id, RED, "%s^x04 %s^x01 wants a Shot for Shot with^x04 %s", g_szPREFIX, szName, szName2 ); } else if( g_bGame_Guntoss ) { StripWeapons( id ); StripWeapons( iTempid ); set_pev( id, pev_health, 100.0 ); set_pev( iTempid, pev_health, 100.0 ); new Deagle_id = fm_give_item( id, "weapon_deagle" ); new Deagle_tempid = fm_give_item( iTempid, "weapon_deagle" ); cs_set_weapon_ammo( Deagle_id, 0 ); cs_set_weapon_ammo( Deagle_tempid, 0 ); cs_set_user_bpammo( id, CSW_DEAGLE, 0 ); cs_set_user_bpammo( iTempid, CSW_DEAGLE, 0 ); ColorChat( id, RED, "%s^x04 %s^x01 wants a Gun Toss with^x04 %s", g_szPREFIX, szName, szName2 ); } else if( g_bGame_Box ) { // Box code } } return PLUGIN_HANDLED; } /* All forwards, stocks and outside functions etc down here */
/* Deagle glow when in gun toss */ public Fwd_SetModel( iEntity,const szModel[ ] ) { if( !g_bGame_Guntoss ) return FMRES_IGNORED; if( !pev_valid( iEntity ) ) return FMRES_IGNORED; new id; id = pev( iEntity, pev_owner ); if( Challenger[ id ] || Challenged[ id ] && is_user_alive( id )) { static iWeapon; iWeapon = get_user_weapon( id ); if( iWeapon == CSW_DEAGLE ) { new red, blue; switch( cs_get_user_team( id ) ) { case CS_TEAM_CT: red = 255; case CS_TEAM_T: blue = 255; } fm_set_rendering( iEntity, kRenderFxGlowShell, red, 0, blue, kRenderNormal, 16 ); } } return FMRES_SUPERCEDE; }
/* Strip weps, give knife.. So i dont gotta repeat this process in every single lr menu option. */ stock StripWeapons( index ) { fm_strip_user_weapons( index ); set_pdata_int( index, OFFSET_PRIMARYWEAPON, 0 ); fm_give_item( index, "weapon_knife" ); }
Anyone knows what's creating this phenomenon that was twisting the whole game for me?
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Last edited by Buckshot; 04-17-2014 at 23:30.
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