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SidLuke
Senior Member
Join Date: Mar 2004
Location: Poland, Chrzanow
Old 05-31-2004 , 07:13  
#11

Thanks.
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SidLuke
Senior Member
Join Date: Mar 2004
Location: Poland, Chrzanow
Old 06-02-2004 , 14:45  
#12

Ok , new tested with bots version.In 95% works like it should be. I've noticed small bugs with mirvbombled and gl_*.
Every Known Weapon Support !!
Timer, sentrygun and all grenades kill/damage detections !!
Usefull damage_info,death_info forwards.
There is a simple /statsme /rank /top15 plugin in package.
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SidLuke
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Join Date: Mar 2004
Location: Poland, Chrzanow
Old 06-04-2004 , 09:12  
#13

It was windows,steam tested.
Source :
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x0rcist
New Member
Join Date: Jun 2004
Old 06-12-2004 , 14:02  
#14

hey, I just installed this module on my server, but when I type /rank or /top15, etc it says The Server has Disabled this option. How do I fix that? The module is loaded, and the stats.amx is in plugins folder / plugins.ini.


Also, whats the cvar so that when u shoot a teammate it doesnt take away armor or health?
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SidLuke
Senior Member
Join Date: Mar 2004
Location: Poland, Chrzanow
Old 06-12-2004 , 16:48  
#15

type amx_statscfgmenu or amx_statscfg to enable/disable stats...
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SidLuke
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Join Date: Mar 2004
Location: Poland, Chrzanow
Old 06-12-2004 , 17:04  
#16

It looks like it will crash right after someone distroy sentrygun ...
Must check this...
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x0rcist
New Member
Join Date: Jun 2004
Old 06-12-2004 , 17:14  
#17

thx that fixed it
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Jinto
Member
Join Date: Jun 2004
Location: Seattle, WA
Old 06-15-2004 , 18:45  
#18

How about a give_item that works for tfc
I've been using a modified fun module but having it in its own module would be better ( cause not everyone has this modification )

Code:
static cell AMX_NATIVE_CALL tfgive(AMX *amx, cell *params) // native give_item(index, const item[]); = 2 params
{
	/* Gives item to player, name of item can start
	* with weapon_, ammo_ and item_. This event
	* is announced with proper message to all players. */
	// params[1] = index
	// params[2] = item...

	// Check index.
	if (params[1] < 1 || params[1] > gpGlobals->maxClients)
	{
		AMX_RAISEERROR(amx, AMX_ERR_NATIVE);
		return 0;
	}

	// Get player pointer.
	edict_t *pPlayer = INDEXENT(params[1]);

	// Check entity validity
	if (FNullEnt(pPlayer)) {
		AMX_RAISEERROR(amx, AMX_ERR_NATIVE);
		return 0;
	}

	// Create item entity pointer
	edict_t	*pItemEntity;

	// Make an "intstring" out of 2nd parameter
	int length;
	const char *szItem = GET_AMXSTRING(amx, params[2], 1, length);

	//check for valid item ( Also allowing for tf_weapon_ ents )

	if (strncmp(szItem, "weapon_", 7) && 
		strncmp(szItem, "ammo_", 5) && 
		strncmp(szItem, "tf_weapon_", 10) && 
		strncmp(szItem, "item_", 5)) {
		return 0;
	}

	//string_t item = MAKE_STRING(szItem);
	string_t item = ALLOC_STRING(szItem); // Using MAKE_STRING makes "item" contents get lost when we leave this scope! ALLOC_STRING seems to allocate properly...

	// Create the entity, returns to pointer
	pItemEntity = CREATE_NAMED_ENTITY(item);

	//VARS(pItemEntity)->origin = VARS(pPlayer)->origin; // nice to do VARS(ent)->origin instead of ent->v.origin? :-I
	//I'm not sure, normally I use macros too =P
	pItemEntity->v.origin = pPlayer->v.origin;
	pItemEntity->v.spawnflags |= SF_NORESPAWN;	//SF_NORESPAWN;

	MDLL_Spawn(pItemEntity);

	int save = pItemEntity->v.solid;

	MDLL_Touch(pItemEntity, ENT(pPlayer));

	//The problem with the original give_item was the
	// item was not removed.  I had tried this but it
	// did not work.  OLO's implementation is better.
	/*
	int iEnt = ENTINDEX(pItemEntity->v.owner);
	if (iEnt > 32 || iEnt <1 ) {
		MDLL_Think(pItemEntity);
	}*/

	if (pItemEntity->v.solid == save) {
		REMOVE_ENTITY(pItemEntity);
		//the function did not fail - we're just deleting the item
		return -1;
	}

	return ENTINDEX(pItemEntity);
}
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SidLuke
Senior Member
Join Date: Mar 2004
Location: Poland, Chrzanow
Old 06-15-2004 , 20:39  
#19

Maybe JGHG can add strncmp(szItem, "tf_weapon_", 10) to give_item. Fun module isn't called "CS Fun" module
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Johnny got his gun
Veteran Member
Join Date: Jan 2004
Location: Tokyo
Old 06-16-2004 , 14:52  
#20

True... I'll add that :-)
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