Member
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05-22-2022
, 13:11
Fix Colored Smoke?
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#1
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Hello, has anyone tried to deal with the problem of non-vanishing fumes in the new round?
If so, which solution do you prefer?
PHP Code:
#include <amxmodx>
#include <engine>
#include <fakemeta>
#define VERSION "1.1"
new const g_szClassname[] = "colored_smokenade";
new g_szSmokeSprites[ 6 ];
new g_Cvar_Enabled;
new entity
while((entity = find_ent_by_class(entity, "my_entity_classname")) != 0);
public plugin_init( ) {
register_plugin( "Colored Smoke", VERSION, "xPaw" );
register_cvar( "colored_smoke", VERSION, FCVAR_SERVER | FCVAR_SPONLY );
set_cvar_string( "colored_smoke", VERSION );
g_Cvar_Enabled = register_cvar( "sv_colored_smoke", "1" );
register_forward( FM_EmitSound, "FwdEmitSound" );
register_touch( g_szClassname, "worldspawn", "FwdTouch_FakeSmoke" );
register_think( g_szClassname, "FwdThink_FakeSmoke" );
}
public plugin_precache( ) {
g_szSmokeSprites[ 0 ] = precache_model( "sprites/gas_puff_01y.spr" );
g_szSmokeSprites[ 1 ] = precache_model( "sprites/gas_puff_01r.spr" );
g_szSmokeSprites[ 2 ] = precache_model( "sprites/gas_puff_01b.spr" );
g_szSmokeSprites[ 3 ] = precache_model( "sprites/gas_puff_01g.spr" );
g_szSmokeSprites[ 4 ] = precache_model( "sprites/gas_puff_01m.spr" );
g_szSmokeSprites[ 5 ] = precache_model( "sprites/gas_puff_01o.spr" );
precache_sound( "weapons/grenade_hit1.wav" );
}
public FwdEmitSound( iOrigEnt, iChannel, const szSample[], Float:fVol, Float:fAttn, iFlags, iPitch ) {
new iCvar = get_pcvar_num( g_Cvar_Enabled );
if( iCvar > 0 ) {
static const szSmokeSound[] = "weapons/sg_explode.wav";
if( equal( szSample, szSmokeSound ) ) {
// cache origin, angles and model
new Float:vOrigin[ 3 ], Float:vAngles[ 3 ], szModel[ 64 ], iOwner;
iOwner = entity_get_edict( iOrigEnt, EV_ENT_owner );
entity_get_vector( iOrigEnt, EV_VEC_origin, vOrigin );
entity_get_vector( iOrigEnt, EV_VEC_angles, vAngles );
entity_get_string( iOrigEnt, EV_SZ_model, szModel, charsmax( szModel ) );
// remove entity from world
entity_set_vector( iOrigEnt, EV_VEC_origin, Float:{ 9999.9, 9999.9, 9999.9 } );
entity_set_int( iOrigEnt, EV_INT_flags, FL_KILLME );
// create new entity
new iEntity = create_entity( "info_target" );
if( iEntity > 0 ) {
entity_set_string( iEntity, EV_SZ_classname, g_szClassname, 0);
entity_set_origin( iEntity, vOrigin );
entity_set_vector( iEntity, EV_VEC_angles, vAngles );
entity_set_int( iEntity, EV_INT_movetype, MOVETYPE_TOSS );
entity_set_int( iEntity, EV_INT_solid, SOLID_BBOX );
entity_set_float( iEntity, EV_FL_nextthink, get_gametime( ) + 21.5 );
entity_set_float( iEntity, EV_FL_gravity, 0.5 );
entity_set_float( iEntity, EV_FL_friction, 0.8 );
entity_set_model( iEntity, szModel );
new Float:vVelocity[ 3 ];
vVelocity[ 0 ] = random_float( -220.0, 220.0 );
vVelocity[ 1 ] = random_float( -220.0, 220.0 );
vVelocity[ 2 ] = random_float( 200.0, 300.0 );
entity_set_vector( iEntity, EV_VEC_velocity, vVelocity );
emit_sound( iEntity, iChannel, szSample, fVol, fAttn, iFlags, iPitch );
// Create fake smoke
new iSmoke;
if( iCvar == 2 )
iSmoke = get_user_team( iOwner ); // i did indexes as team, 1 - red, 2 - blue, 3 - green( spec oO )
else
iSmoke = random_num( 0, 5 );
// Store the smoke number in entity, we will use it later
entity_set_int( iEntity, EV_INT_iuser4, iSmoke );
message_begin( MSG_BROADCAST, SVC_TEMPENTITY );
write_byte( TE_FIREFIELD );
engfunc( EngFunc_WriteCoord, vOrigin[ 0 ] );
engfunc( EngFunc_WriteCoord, vOrigin[ 1 ] );
engfunc( EngFunc_WriteCoord, vOrigin[ 2 ] + 50 );
write_short( 100 );
write_short( g_szSmokeSprites[ iSmoke ] );
write_byte( 100 );
write_byte( TEFIRE_FLAG_ALPHA );
write_byte( 1000 );
message_end();
message_begin( MSG_BROADCAST, SVC_TEMPENTITY );
write_byte( TE_FIREFIELD );
engfunc( EngFunc_WriteCoord, vOrigin[ 0 ] );
engfunc( EngFunc_WriteCoord, vOrigin[ 1 ] );
engfunc( EngFunc_WriteCoord, vOrigin[ 2 ] + 50 );
write_short( 150 );
write_short( g_szSmokeSprites[ iSmoke ] );
write_byte( 10 );
write_byte( TEFIRE_FLAG_ALPHA | TEFIRE_FLAG_SOMEFLOAT );
write_byte( 1000 );
message_end( );
}
}
}
}
public FwdTouch_FakeSmoke( iEntity, iWorld ) {
if( !is_valid_ent( iEntity ) )
return PLUGIN_CONTINUE;
// Bounce sound
emit_sound( iEntity, CHAN_VOICE, "weapons/grenade_hit1.wav", 0.25, ATTN_NORM, 0, PITCH_NORM );
new Float:vVelocity[ 3 ];
entity_get_vector( iEntity, EV_VEC_velocity, vVelocity );
if( vVelocity[ 1 ] <= 0.0 && vVelocity[ 2 ] <= 0.0 ) {
new Float:vOrigin[ 3 ];
new iSmoke = entity_get_int( iEntity, EV_INT_iuser4 );
entity_get_vector( iEntity, EV_VEC_origin, vOrigin );
// Make small smoke near grenade on ground
message_begin( MSG_BROADCAST, SVC_TEMPENTITY );
write_byte( TE_FIREFIELD );
engfunc( EngFunc_WriteCoord, vOrigin[ 0 ] );
engfunc( EngFunc_WriteCoord, vOrigin[ 1 ] );
engfunc( EngFunc_WriteCoord, vOrigin[ 2 ] + 10 );
write_short( 2 );
write_short( g_szSmokeSprites[ iSmoke ] );
write_byte( 2 );
write_byte( TEFIRE_FLAG_ALLFLOAT | TEFIRE_FLAG_ALPHA );
write_byte( 30 );
message_end();
}
return PLUGIN_CONTINUE;
}
public FwdThink_FakeSmoke( iEntity ) {
if( !is_valid_ent( iEntity ) )
return PLUGIN_CONTINUE;
remove_entity( iEntity );
return PLUGIN_CONTINUE;
}
Last edited by Krystek.; 05-22-2022 at 23:33.
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