Raised This Month: $ Target: $400
 0% 

Muzzleflash is not work.


Post New Thread Reply   
 
Thread Tools Display Modes
Author Message
Supremache
Veteran Member
Join Date: Sep 2019
Location: Egypt
Old 12-26-2021 , 12:50   Re: Muzzleflash is not work.
Reply With Quote #1

if(equali(FegyverAdatok[kivalasztott[index][AK47]][Muzzle],"true")) ? what this !!!

Try to change this code to
if( FegyverAdatok[kivalasztott[index][AK47]][Muzzle] )

Or show the holy code..
__________________
Youtube.com/Supremache

Bank System [Nvault - SQL Support]
VIP System
  • If you think it's that simple, then do it yourself.
Supremache is offline
Shadows Adi
AlliedModders Donor
Join Date: Aug 2019
Location: Romania
Old 12-26-2021 , 12:57   Re: Muzzleflash is not work.
Reply With Quote #2

Quote:
Originally Posted by Supremache View Post
if(equali(FegyverAdatok[kivalasztott[index][AK47]][Muzzle],"true")) ? what this !!!

Try to change this code to
if( FegyverAdatok[kivalasztott[index][AK47]][Muzzle] )
If it's using equali native, it is a string, otherwise, it won't compile.
http://www.amxmodx.org/api/string/equali
__________________


Accepting Paid Requests, contact PM.

MVP Of The Round View project on GITHUB / AlliedModders
CSGO REMAKE ~ CSGO MOD [STABLE + SOURCE CODE]
Shadows Adi is offline
krisztian2
Junior Member
Join Date: Feb 2019
Old 12-26-2021 , 13:05   Re: Muzzleflash is not work.
Reply With Quote #3

Well, I try to explain my problem again:
I have a plugin, which can replace muzzleflash from a weapon.(In .qc file I removed the event).
My problem is: In my local server this plugin was perfectly worked.
BUT, If I place this plugin to an other server(which running under linux) this plugin is not work.

Code:
#include <amxmodx>
#include <engine>
#include <cstrike>
#include <fakemeta>
#include <hamsandwich>

#define PLUGIN_NAME                    "New MuzzleFlash"
#define PLUGIN_VERSION                "Alpha"
#define PLUGIN_AUTHOR                "WPMG Team"

// ?????? ? ??????
#define get_bit(%1,%2)        (%1 & (1 << (%2 & 31)))
#define set_bit(%1,%2)        %1 |= (1 << (%2 & 31))
#define reset_bit(%1,%2)    %1 &= ~(1 << (%2 & 31))

new g_bitsMuzzleFlash;

new g_iEntity;

new const spriteok[][] = {
{"sprites/Red/muzzleflash1.spr" },
};

public plugin_precache()
{
    register_plugin(PLUGIN_NAME, PLUGIN_VERSION, PLUGIN_AUTHOR);
    
	for(new i=0;i< sizeof(spriteok);i++)
	{
    precache_model(spriteok[i]);
    }
    
}

public plugin_init()
{
    RegisterHam(Ham_Weapon_PrimaryAttack, "weapon_ak47", "WEAPON__PrimaryAttack_Post", 1);
    RegisterHam(Ham_Weapon_PrimaryAttack, "weapon_m4a1", "WEAPON__PrimaryAttack_Post", 1);
    RegisterHam(Ham_Weapon_PrimaryAttack, "weapon_awp", "WEAPON__PrimaryAttack_Post", 1);
    RegisterHam(Ham_Weapon_PrimaryAttack, "weapon_deagle", "WEAPON__PrimaryAttack_Post", 1);
    
    register_forward(FM_AddToFullPack, "CPlayer__AddToFullPack_post", 1);
    
    register_forward(FM_CheckVisibility, "CEntity__CheckVisibility");
	g_iEntity = create_entity("info_target");
	
}

public CEntity__CheckVisibility(iEntity, pSet)
{
    if (iEntity != g_iEntity)
        return FMRES_IGNORED;
    
    forward_return(FMV_CELL, 1);
    
    return FMRES_SUPERCEDE;
}

public WEAPON__PrimaryAttack_Post(iEntity)
{
    new iPlayerID = get_pdata_cbase(iEntity, 41, 4);

    if(!cs_get_weapon_silen(iEntity)){
    set_bit(g_bitsMuzzleFlash, iPlayerID);
	}
	else{
	return;
	}
}

public CPlayer__AddToFullPack_post(esState, iE, iEnt, iHost, iHostFlags, iPlayer, pSet)
{
    if (iEnt != g_iEntity){ //This is my problem on other server. The iEnt not equal with g_iEntity.
        return;
	}
    
    if (get_bit(g_bitsMuzzleFlash, iHost))
    {
        set_es(esState, ES_Frame, float(random_num(0, 2)));
            
        set_es(esState, ES_RenderMode, kRenderTransAdd);
        set_es(esState, ES_RenderAmt, 255.0);
        
        reset_bit(g_bitsMuzzleFlash, iHost);
    }
	new fgy[32];
	fgy[iHost] = get_user_weapon(iHost);
	if(fgy[iHost] == CSW_AK47 || fgy[iHost] == CSW_M4A1 || fgy[iHost] == CSW_AWP || fgy[iHost] == CSW_FAMAS || fgy[iHost] == CSW_M4A1){
    entity_set_model(g_iEntity, spriteok[0]);
	}
	entity_set_float(g_iEntity, EV_FL_scale, 0.2);
    entity_set_int(g_iEntity, EV_INT_rendermode, kRenderTransTexture);
    entity_set_float(g_iEntity, EV_FL_renderamt, 0.0);
    set_es(esState, ES_Skin, iHost);
    set_es(esState, ES_Body, 1);
    set_es(esState, ES_AimEnt, iHost);
    set_es(esState, ES_MoveType, MOVETYPE_FOLLOW);
}
krisztian2 is offline
krisztian2
Junior Member
Join Date: Feb 2019
Old 12-26-2021 , 15:00   Re: Muzzleflash is not work.
Reply With Quote #4

Problem is solved with this: under the ReHlds this plugin is not work. I don't know why.
iEnt is not equal with g_iEntity in ReHlds.
krisztian2 is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 11:44.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode