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fakedamage problem


  
 
 
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Krtola
Veteran Member
Join Date: Oct 2013
Location: Serbia
Old 03-25-2017 , 20:36   fakedamage problem
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PHP Code:
public fw_TakeDamage(victiminflictorattackerFloat:damagedamagetype)

    new 
iOwnerTeam get_user_team(attacker)

    if(
damagetype DMG_HEGRENADE)
            return 
HAM_IGNORED

    
if(iOwnerTeam == get_user_team(victim)) 
            return 
HAM_IGNORED

    
new Float:vOrigin[3
    
pev(victimpev_originvOrigin)

    if(
get_user_weapon(attacker) == CSW_AWP)
    {

                new 
iOrigin], vorigin[3],srco[3]
        
get_user_originvictimiOrigin );

                
get_user_origin(victim,vorigin);
        
vorigin[2] -= 26
        srco
[0] = vorigin[0] + 150
        srco
[1] = vorigin[1] + 150
        srco
[2] = vorigin[2] + 800
        
        
new iRadius get_pcvar_numgCvarRadius );
    
        
UTIL_CreateBeamCylinderiOrigin120gCylinderSprite006160random255 ), random255 ), random255 ), 255);
        
UTIL_CreateBeamCylinderiOrigin320gCylinderSprite006160random255 ), random255 ), random255 ), 255);
        
UTIL_CreateBeamCylinderiOriginiRadiusgCylinderSprite006160random255 ), random255 ), random255 ), 255);
        
        
UTIL_Blast_ExplodeDamagevictimget_pcvar_floatgCvarDamage ), floatiRadius ) );   
    }
    return 
HAM_HANDLED      

PHP Code:
stock UTIL_Blast_ExplodeDamageentidFloat:damageFloat:range 
{
    new 
Float:flOrigin1];
    
entity_get_vectorentidEV_VEC_originflOrigin1 );

    new 
Float:flDistance;
    new 
Float:flTmpDmg;
    new 
Float:flOrigin2];

    for( new 
1<= gMaxPlayersi++ ) 
    {
        if( 
is_user_alive) && get_user_teamentid ) == get_user_team) )
        {
            
entity_get_vectoriEV_VEC_originflOrigin2 );
            
flDistance get_distance_fflOrigin1flOrigin2 );
            
            static const 
szWeaponName[] = "Thunderbolt Strike";
        
            if( 
flDistance <= range 
            {
                
flTmpDmg damage - ( damage range ) * flDistance;
                
fakedamageiszWeaponNameflTmpDmgDMG_BLAST );                    
            }
        }
    }       
}

stock UTIL_CreateBeamCylinderorigin], addradspritestartfrateframeratelifewidthamplituderedgreenbluebrightnessspeed )
{
    
message_beginMSG_PVSSVC_TEMPENTITYorigin ); 
    
write_byteTE_BEAMCYLINDER );
    
write_coordorigin] );
    
write_coordorigin] );
    
write_coordorigin] );
    
write_coordorigin] );
    
write_coordorigin] );
    
write_coordorigin] + addrad );
    
write_shortsprite );
    
write_bytestartfrate );
    
write_byteframerate );
    
write_byte(life );
    
write_bytewidth );
    
write_byteamplitude );
    
write_bytered );
    
write_bytegreen );
    
write_byteblue );
    
write_bytebrightness );
    
write_bytespeed );
    
message_end();

When a player is killed by the explosion nothing happens with frags in scoreboard.
How do set up when the explosion kill player = add frag to killer and reduce frag to victim?
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