Code:
public WejdzWCialo(id)
{
get_user_name(wybrany[id], name, 32)
ColorChat(id, GREEN, "Obserwujesz: ^x01%s!", name)
fm_set_rendering(id,kRenderFxNone, 0, 0, 0, kRenderTransAlpha, 25)
new iEnt = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
set_pev(iEnt, pev_classname, "player_hat")
engfunc(EngFunc_SetModel, iEnt, "models/w_c4.mdl")
set_pev(iEnt, pev_solid, SOLID_TRIGGER)
set_pev(iEnt, pev_movetype, MOVETYPE_FLYMISSILE)
set_pev(iEnt, pev_owner, wybrany[id])
set_pev(iEnt, pev_rendermode, kRenderTransTexture)
set_pev(iEnt, pev_renderamt, 0.0)
engfunc(EngFunc_SetView, id, iEnt)
set_pev(iEnt, pev_nextthink, get_gametime())
message_begin(MSG_ONE, msg_bartime, _, id)
write_short(SLEDZ)
message_end()
new info[3]
info[0] = id
info[1] = wybrany[id]
info[2] = iEnt
if(get_cvar_num("cod_jasnowidz_odglos") == 1)
//emit_sound(wybrany[id], CHAN_VOICE, "cod_jasnowidz/wchodzi.wav", 1.0, ATTN_NORM, 0, PITCH_NORM) // odglos wokol ofiary (sledzonego)
set_task(SLEDZ.0, "KoniecPodgladu",.parameter=info, .len=3)
}
public KoniecPodgladu(info[3])
{
new id = info[0]
new sledzony = info[1]
new iEnt = info[2]
engfunc(EngFunc_SetView, id, id)
engfunc(EngFunc_RemoveEntity, iEnt)
fm_set_rendering(id,kRenderFxNone, 0, 0, 0, kRenderTransAlpha, 255)
if(get_cvar_num("cod_jasnowidz_radar") != 1) return
if(!is_user_alive(sledzony)) return
if(!is_user_alive(id))
{
ColorChat(id, RED, "Niestety nie dozyles. Nie udostepnisz namiarow na wroga swojej ^x03 druzynie.")
return
}
oznaczony[sledzony] = true
#if RADAR == 0
ColorChat(id, RED, "Ofiara jest oznaczona na radarze!")
#else
ColorChat(id, RED, "Ofiara jest oznaczona przez %d sekund na radarze!", RADAR)
set_task(RADAR.0-6.0, "SledzOfiare", sledzony+541230)
#endif
}
public FM_KameraGracza(iEnt)
{
static szClassname[32]
pev(iEnt, pev_classname, szClassname, sizeof szClassname - 1)
if(!equal(szClassname, "player_hat"))
return FMRES_IGNORED
static iOwner
iOwner = pev(iEnt, pev_owner)
if(!is_user_alive(iOwner))
return FMRES_IGNORED
static Float:fOrigin[3], Float:fAngle[3]
pev(iOwner, pev_origin, fOrigin)
pev(iOwner, pev_v_angle, fAngle)
static Float:fVBack[3]
angle_vector(fAngle, ANGLEVECTOR_FORWARD, fVBack)
//odleglosc kamery od postaci
fOrigin[2] += 20.0
fOrigin[0] += (-fVBack[0] * 150.0)
fOrigin[1] += (-fVBack[1] * 150.0)
fOrigin[2] += (-fVBack[2] * 150.0)
engfunc(EngFunc_SetOrigin, iEnt, fOrigin)
set_pev(iEnt, pev_angles, fAngle)
set_pev(iEnt, pev_nextthink, get_gametime())
return FMRES_HANDLED;
}