Senior Member
|
12-22-2014
, 13:05
[Help] Edit plugin
|
#1
|
I want this plugin to be modified
There are 2 link with sma:
Quote:
#include <amxmodx>
#include <fun>
#include <fakemeta>
#include <hamsandwich>
// Default sounds
new const sound_grenade_frost_explode[][] = { "warcraft3/frostnova.wav" }
new const sound_grenade_frost_player[][] = { "warcraft3/impalehit.wav" }
new const sound_grenade_frost_break[][] = { "warcraft3/impalelaunch1.wav" }
#define MODEL_MAX_LENGTH 64
#define SOUND_MAX_LENGTH 64
#define SPRITE_MAX_LENGTH 64
// Sprites
new g_sprite_grenade_trail[SPRITE_MAX_LENGTH] = "sprites/laserbeam.spr"
new g_sprite_grenade_ring[SPRITE_MAX_LENGTH] = "sprites/shockwave.spr"
new g_sprite_grenade_glass[SPRITE_MAX_LENGTH] = "models/glassgibs.mdl"
new Array:g_sound_grenade_frost_explode
new Array:g_sound_grenade_frost_player
new Array:g_sound_grenade_frost_break
#define GRAVITY_HIGH 999999.9
#define GRAVITY_NONE 0.000001
#define TASK_FROST_REMOVE 100
#define ID_FROST_REMOVE (taskid - TASK_FROST_REMOVE)
#define MAXPLAYERS 32
#define flag_get(%1,%2) (%1 & (1 << (%2 & 31)))
#define flag_get_boolean(%1,%2) (flag_get(%1,%2) ? true : false)
#define flag_set(%1,%2) %1 |= (1 << (%2 & 31))
#define flag_unset(%1,%2) %1 &= ~(1 << (%2 & 31))
// Hack to be able to use Ham_Player_ResetMaxSpeed (by joaquimandrade)
new Ham:Ham_Player_ResetMaxSpeed = Ham_Item_PreFrame
// Explosion radius for custom grenades
const Float:NADE_EXPLOSION_RADIUS = 240.0
// HACK: pev_ field used to store custom nade types and their values
const PEV_NADE_TYPE = pev_flTimeStepSound
const NADE_TYPE_FROST = 3333
// Some constants
const UNIT_SECOND = (1<<12)
const BREAK_GLASS = 0x01
const FFADE_IN = 0x0000
const FFADE_STAYOUT = 0x0004
// Custom Forwards
enum _:TOTAL_FORWARDS
{
FW_USER_FREEZE_PRE = 0,
FW_USER_UNFROZEN
}
new g_Forwards[TOTAL_FORWARDS]
new g_ForwardResult
new g_IsFrozen
new Float:g_FrozenGravity[MAXPLAYERS+1]
new g_FrozenRenderingFx[MAXPLAYERS+1]
new Float:g_FrozenRenderingColor[MAXPLAYERS+1][3]
new g_FrozenRenderingRender[MAXPLAYERS+1]
new Float:g_FrozenRenderingAmount[MAXPLAYERS+1]
new g_MsgDamage, g_MsgScreenFade
new g_trailSpr, g_exploSpr, g_glassSpr
new cvar_grenade_frost_duration, cvar_grenade_frost_hudicon
public plugin_init()
{
register_plugin("[ZP] Grenade: Frost", "0.0.1", "ZP Dev Team")
RegisterHam(Ham_Player_ResetMaxSpeed, "player", "fw_ResetMaxSpeed_Post", 1)
RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
RegisterHam(Ham_TraceAttack, "player", "fw_TraceAttack")
RegisterHam(Ham_Killed, "player", "fw_PlayerKilled")
register_forward(FM_PlayerPreThink, "fw_PlayerPreThink")
register_forward(FM_SetModel, "fw_SetModel")
RegisterHam(Ham_Think, "grenade", "fw_ThinkGrenade")
g_MsgDamage = get_user_msgid("Damage")
g_MsgScreenFade = get_user_msgid("ScreenFade")
cvar_grenade_frost_duration = register_cvar("zp_grenade_frost_duration", "3")
cvar_grenade_frost_hudicon = register_cvar("zp_grenade_frost_hudicon", "1")
g_Forwards[FW_USER_FREEZE_PRE] = CreateMultiForward("zp_fw_grenade_frost_pre", ET_CONTINUE, FP_CELL)
g_Forwards[FW_USER_UNFROZEN] = CreateMultiForward("zp_fw_grenade_frost_unfre eze", ET_IGNORE, FP_CELL)
}
public plugin_natives()
{
register_library("zp50_grenade_frost")
register_native("zp_grenade_frost_get", "native_grenade_frost_get")
register_native("zp_grenade_frost_set", "native_grenade_frost_set")
}
public native_grenade_frost_get(plugin_id, num_params)
{
new id = get_param(1)
if (!is_user_alive(id))
{
log_error(AMX_ERR_NATIVE, "[ZP] Invalid Player (%d)", id)
return false;
}
return flag_get_boolean(g_IsFrozen, id);
}
public native_grenade_frost_set(plugin_id, num_params)
{
new id = get_param(1)
if (!is_user_alive(id))
{
log_error(AMX_ERR_NATIVE, "[ZP] Invalid Player (%d)", id)
return false;
}
new set = get_param(2)
// Unfreeze
if (!set)
{
// Not frozen
if (!flag_get(g_IsFrozen, id))
return true;
// Remove freeze right away and stop the task
remove_freeze(id+TASK_FROST_REMOVE)
remove_task(id+TASK_FROST_REMOVE)
return true;
}
return set_freeze(id);
}
public plugin_precache()
{
// Initialize arrays
g_sound_grenade_frost_explode = ArrayCreate(SOUND_MAX_LENGTH, 1)
g_sound_grenade_frost_player = ArrayCreate(SOUND_MAX_LENGTH, 1)
g_sound_grenade_frost_break = ArrayCreate(SOUND_MAX_LENGTH, 1)
// If we couldn't load custom sounds from file, use and save default ones
new index
if (ArraySize(g_sound_grenade_frost_explode) == 0)
{
for (index = 0; index < sizeof sound_grenade_frost_explode; index++)
ArrayPushString(g_sound_grenade_frost_explode , sound_grenade_frost_explode[index])
}
if (ArraySize(g_sound_grenade_frost_player) == 0)
{
for (index = 0; index < sizeof sound_grenade_frost_player; index++)
ArrayPushString(g_sound_grenade_frost_player, sound_grenade_frost_player[index])
}
if (ArraySize(g_sound_grenade_frost_break) == 0)
{
for (index = 0; index < sizeof sound_grenade_frost_break; index++)
ArrayPushString(g_sound_grenade_frost_break, sound_grenade_frost_break[index])
}
// Precache sounds
new sound[SOUND_MAX_LENGTH]
for (index = 0; index < ArraySize(g_sound_grenade_frost_explode); index++)
{
ArrayGetString(g_sound_grenade_frost_explode, index, sound, charsmax(sound))
precache_sound(sound)
}
for (index = 0; index < ArraySize(g_sound_grenade_frost_player); index++)
{
ArrayGetString(g_sound_grenade_frost_player, index, sound, charsmax(sound))
precache_sound(sound)
}
for (index = 0; index < ArraySize(g_sound_grenade_frost_break); index++)
{
ArrayGetString(g_sound_grenade_frost_break, index, sound, charsmax(sound))
precache_sound(sound)
}
g_trailSpr = precache_model(g_sprite_grenade_trail)
g_exploSpr = precache_model(g_sprite_grenade_ring)
g_glassSpr = precache_model(g_sprite_grenade_glass)
}
public client_disconnect(id)
{
flag_unset(g_IsFrozen, id)
remove_task(id+TASK_FROST_REMOVE)
}
public fw_ResetMaxSpeed_Post(id)
{
// Dead or not frozen
if (!is_user_alive(id) || !flag_get(g_IsFrozen, id))
return;
// Prevent from moving
set_user_maxspeed(id, 1.0)
}
// Ham Trace Attack Forward
public fw_TraceAttack(victim, attacker)
{
// Non-player damage or self damage
if (victim == attacker || !is_user_alive(attacker))
return HAM_IGNORED;
// Block damage while frozen, as it makes killing zombies too easy
if (flag_get(g_IsFrozen, victim))
return HAM_SUPERCEDE;
return HAM_IGNORED;
}
// Ham Take Damage Forward (needed to block explosion damage too)
public fw_TakeDamage(victim, inflictor, attacker, Float:damage, damage_type)
{
// Non-player damage or self damage
if (victim == attacker || !is_user_alive(attacker))
return HAM_IGNORED;
// Block damage while frozen, as it makes killing zombies too easy
if (flag_get(g_IsFrozen, victim))
return HAM_SUPERCEDE;
return HAM_IGNORED;
}
// Ham Player Killed Forward
public fw_PlayerKilled(victim, attacker, shouldgib)
{
// Frozen player being killed (usually caused by a 3rd party plugin, e.g. lasermines)
if (flag_get(g_IsFrozen, victim))
{
// Remove freeze right away and stop the task
remove_freeze(victim+TASK_FROST_REMOVE)
remove_task(victim+TASK_FROST_REMOVE)
}
}
// Forward Player PreThink
public fw_PlayerPreThink(id)
{
// Not alive or not frozen
if (!is_user_alive(id) || !flag_get(g_IsFrozen, id))
return;
// Stop motion
set_pev(id, pev_velocity, Float:{0.0,0.0,0.0})
}
// Forward Set Model
public fw_SetModel(entity, const model[])
{
// We don't care
if (strlen(model) <
return;
// Narrow down our matches a bit
if (model[7] != 'w' || model[8] != '_')
return;
// Get damage time of grenade
static Float:dmgtime
pev(entity, pev_dmgtime, dmgtime)
// Grenade not yet thrown
if (dmgtime == 0.0)
return;
// Flashbang
if (model[9] == 'f' && model[10] == 'l')
{
// Give it a glow
fm_set_rendering(entity, kRenderFxGlowShell, 0, 100, 200, kRenderNormal, 16);
// And a colored trail
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW) // TE id
write_short(entity) // entity
write_short(g_trailSpr) // sprite
write_byte(10) // life
write_byte(10) // width
write_byte(0) // r
write_byte(100) // g
write_byte(200) // b
write_byte(200) // brightness
message_end()
// Set grenade type on the thrown grenade entity
set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_FROST)
}
}
// Ham Grenade Think Forward
public fw_ThinkGrenade(entity)
{
// Invalid entity
if (!pev_valid(entity)) return HAM_IGNORED;
// Get damage time of grenade
static Float:dmgtime
pev(entity, pev_dmgtime, dmgtime)
// Check if it's time to go off
if (dmgtime > get_gametime())
return HAM_IGNORED;
// Check if it's one of our custom nades
switch (pev(entity, PEV_NADE_TYPE))
{
case NADE_TYPE_FROST: // Frost Grenade
{
frost_explode(entity)
return HAM_SUPERCEDE;
}
}
return HAM_IGNORED;
}
// Frost Grenade Explosion
frost_explode(ent)
{
// Get origin
static Floatrigin[3]
pev(ent, pev_origin, origin)
// Make the explosion
create_blast3(origin)
// Frost nade explode sound
static sound[SOUND_MAX_LENGTH]
ArrayGetString(g_sound_grenade_frost_explode, random_num(0, ArraySize(g_sound_grenade_frost_explode) - 1), sound, charsmax(sound))
emit_sound(ent, CHAN_WEAPON, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
// Collisions
new victim = -1
while ((victim = engfunc(EngFunc_FindEntityInSphere, victim, origin, NADE_EXPLOSION_RADIUS)) != 0)
{
// Only effect alive zombies
if (!is_user_alive(victim))
continue;
set_freeze(victim)
}
// Get rid of the grenade
engfunc(EngFunc_RemoveEntity, ent)
}
set_freeze(victim)
{
// Already frozen
if (flag_get(g_IsFrozen, victim))
return false;
// Allow other plugins to decide whether player should be frozen or not
ExecuteForward(g_Forwards[FW_USER_FREEZE_PRE], g_ForwardResult, victim)
if (g_ForwardResult >= PLUGIN_HANDLED)
{
// Get player's origin
static origin2[3]
get_user_origin(victim, origin2)
// Broken glass sound
static sound[SOUND_MAX_LENGTH]
ArrayGetString(g_sound_grenade_frost_break, random_num(0, ArraySize(g_sound_grenade_frost_break) - 1), sound, charsmax(sound))
emit_sound(victim, CHAN_BODY, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
// Glass shatter
message_begin(MSG_PVS, SVC_TEMPENTITY, origin2)
write_byte(TE_BREAKMODEL) // TE id
write_coord(origin2[0]) // x
write_coord(origin2[1]) // y
write_coord(origin2[2]+24) // z
write_coord(16) // size x
write_coord(16) // size y
write_coord(16) // size z
write_coord(random_num(-50, 50)) // velocity x
write_coord(random_num(-50, 50)) // velocity y
write_coord(25) // velocity z
write_byte(10) // random velocity
write_short(g_glassSpr) // model
write_byte(10) // count
write_byte(25) // life
write_byte(BREAK_GLASS) // flags
message_end()
return false;
}
// Freeze icon?
if (get_pcvar_num(cvar_grenade_frost_hudicon))
{
message_begin(MSG_ONE_UNRELIABLE, g_MsgDamage, _, victim)
write_byte(0) // damage save
write_byte(0) // damage take
write_long(DMG_DROWN) // damage type - DMG_FREEZE
write_coord(0) // x
write_coord(0) // y
write_coord(0) // z
message_end()
}
// Set frozen flag
flag_set(g_IsFrozen, victim)
// Freeze sound
static sound[SOUND_MAX_LENGTH]
ArrayGetString(g_sound_grenade_frost_player, random_num(0, ArraySize(g_sound_grenade_frost_player) - 1), sound, charsmax(sound))
emit_sound(victim, CHAN_BODY, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
// Add a blue tint to their screen
message_begin(MSG_ONE, g_MsgScreenFade, _, victim)
write_short(0) // duration
write_short(0) // hold time
write_short(FFADE_STAYOUT) // fade type
write_byte(0) // red
write_byte(50) // green
write_byte(200) // blue
write_byte(100) // alpha
message_end()
// Update player entity rendering
ApplyFrozenRendering(victim)
// Block gravity
ApplyFrozenGravity(victim)
// Update player's maxspeed
ExecuteHamB(Ham_Player_ResetMaxSpeed, victim)
// Set a task to remove the freeze
set_task(get_pcvar_float(cvar_grenade_frost_d uration), "remove_freeze", victim+TASK_FROST_REMOVE)
return true;
}
ApplyFrozenGravity(id)
{
// Get current gravity
new Float:gravity = get_user_gravity(id)
// Already set, no worries...
if (gravity == GRAVITY_HIGH || gravity == GRAVITY_NONE)
return;
// Save player's old gravity
g_FrozenGravity[id] = gravity
// Prevent from jumping
if (pev(id, pev_flags) & FL_ONGROUND)
set_user_gravity(id, GRAVITY_HIGH) // set really high
else
set_user_gravity(id, GRAVITY_NONE) // no gravity
}
ApplyFrozenRendering(id)
{
// Get current rendering
new rendering_fx = pev(id, pev_renderfx)
new Float:rendering_color[3]
pev(id, pev_rendercolor, rendering_color)
new rendering_render = pev(id, pev_rendermode)
new Float:rendering_amount
pev(id, pev_renderamt, rendering_amount)
// Already set, no worries...
if (rendering_fx == kRenderFxGlowShell && rendering_color[0] == 0.0 && rendering_color[1] == 100.0
&& rendering_color[2] == 200.0 && rendering_render == kRenderNormal && rendering_amount == 25.0)
return;
// Save player's old rendering
g_FrozenRenderingFx[id] = pev(id, pev_renderfx)
pev(id, pev_rendercolor, g_FrozenRenderingColor[id])
g_FrozenRenderingRender[id] = pev(id, pev_rendermode)
pev(id, pev_renderamt, g_FrozenRenderingAmount[id])
// Light blue glow while frozen
fm_set_rendering(id, kRenderFxGlowShell, 0, 100, 200, kRenderNormal, 25)
}
// Remove freeze task
public remove_freeze(taskid)
{
// Remove frozen flag
flag_unset(g_IsFrozen, ID_FROST_REMOVE)
// Restore gravity
set_pev(ID_FROST_REMOVE, pev_gravity, g_FrozenGravity[ID_FROST_REMOVE])
// Update player's maxspeed
ExecuteHamB(Ham_Player_ResetMaxSpeed, ID_FROST_REMOVE)
// Restore rendering
fm_set_rendering_float(ID_FROST_REMOVE, g_FrozenRenderingFx[ID_FROST_REMOVE], g_FrozenRenderingColor[ID_FROST_REMOVE], g_FrozenRenderingRender[ID_FROST_REMOVE], g_FrozenRenderingAmount[ID_FROST_REMOVE])
// Gradually remove screen's blue tint
message_begin(MSG_ONE, g_MsgScreenFade, _, ID_FROST_REMOVE)
write_short(UNIT_SECOND) // duration
write_short(0) // hold time
write_short(FFADE_IN) // fade type
write_byte(0) // red
write_byte(50) // green
write_byte(200) // blue
write_byte(100) // alpha
message_end()
// Broken glass sound
static sound[SOUND_MAX_LENGTH]
ArrayGetString(g_sound_grenade_frost_break, random_num(0, ArraySize(g_sound_grenade_frost_break) - 1), sound, charsmax(sound))
emit_sound(ID_FROST_REMOVE, CHAN_BODY, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
// Get player's origin
static origin[3]
get_user_origin(ID_FROST_REMOVE, origin)
// Glass shatter
message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
write_byte(TE_BREAKMODEL) // TE id
write_coord(origin[0]) // x
write_coord(origin[1]) // y
write_coord(origin[2]+24) // z
write_coord(16) // size x
write_coord(16) // size y
write_coord(16) // size z
write_coord(random_num(-50, 50)) // velocity x
write_coord(random_num(-50, 50)) // velocity y
write_coord(25) // velocity z
write_byte(10) // random velocity
write_short(g_glassSpr) // model
write_byte(10) // count
write_byte(25) // life
write_byte(BREAK_GLASS) // flags
message_end()
ExecuteForward(g_Forwards[FW_USER_UNFROZEN], g_ForwardResult, ID_FROST_REMOVE)
}
// Frost Grenade: Freeze Blast
create_blast3(const FloatriginF[3])
{
// Smallest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+385.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(0) // red
write_byte(100) // green
write_byte(200) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
// Medium ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+470.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(0) // red
write_byte(100) // green
write_byte(200) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
// Largest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+555.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(0) // red
write_byte(100) // green
write_byte(200) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
}
// Set entity's rendering type (from fakemeta_util)
STOCK fm_set_rendering(entity, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16)
{
static Float:color[3]
color[0] = float(r)
color[1] = float(g)
color[2] = float(b)
set_pev(entity, pev_renderfx, fx)
set_pev(entity, pev_rendercolor, color)
set_pev(entity, pev_rendermode, render)
set_pev(entity, pev_renderamt, float(amount))
}
// Set entity's rendering type (float parameters version)
STOCK fm_set_rendering_float(entity, fx = kRenderFxNone, Float:color[3], render = kRenderNormal, Float:amount = 16.0)
{
set_pev(entity, pev_renderfx, fx)
set_pev(entity, pev_rendercolor, color)
set_pev(entity, pev_rendermode, render)
set_pev(entity, pev_renderamt, amount)
}
|
PHP Code:
#include < amxmodx > #include < engine > #include < fakemeta > #include < hamsandwich > #tryinclude < zp50_grenade_frost > new const ice_model [ ] = { "models/Gyiove/dd_iceblock.mdl" }; new iceent [ 33 ]; public plugin_init( ) { register_plugin ( "[ZP] ZP++ Ice Cube", "1.0", "DareDevil (Gyiove)" ); RegisterHam ( Ham_Killed, "player", "pl_killed" ); register_logevent ( "round_ended", 2, "1=Round_End" ); RegisterHam ( Ham_Spawn, "player", "fw_PlayerSpawn_Post", 1 ); } public plugin_precache ( ) { precache_model ( ice_model ); } public round_ended ( ) { static a; for ( a = 1; a < 33; a++ ) ice_entity ( a, 0 ); } public pl_killed ( id ) { ice_entity ( id, 0 ); } public client_disconnect ( id ) { ice_entity ( id, 0 ); } public client_connect ( id ) { iceent[id] = -1 } /************************************************************/ public zp_fw_grenade_frost_unfreeze ( id ) { ice_entity( id, 0 ); } public zp_fw_grenade_frost_pre ( id ) { ice_entity ( id, 1 ); } /************************************************************/ public fw_PlayerSpawn_Post ( id ) { ice_entity ( id, 0 ); } STOCK ice_entity( id, status ) { if(status) { static ent, Float:o[3] if( !is_user_alive(id) ) { ice_entity( id, 0 ) return } if( is_valid_ent(iceent[id]) ) { if( pev( iceent[id], pev_iuser3 ) != id ) { if( pev(iceent[id], pev_team) == 6969 ) remove_entity(iceent[id]) } else { pev( id, pev_origin, o ) if( pev( id, pev_flags ) & FL_DUCKING ) o[2] -= 15.0 else o[2] -= 35.0 entity_set_origin(iceent[id], o) return } } pev( id, pev_origin, o ) if( pev( id, pev_flags ) & FL_DUCKING ) o[2] -= 15.0 else o[2] -= 35.0 ent = create_entity("info_target") set_pev( ent, pev_classname, "DareDevil" ) entity_set_model(ent, ice_model) dllfunc(DLLFunc_Spawn, ent) set_pev(ent, pev_solid, SOLID_NOT) set_pev(ent, pev_movetype, MOVETYPE_FLY) entity_set_origin(ent, o) entity_set_size(ent, Float:{ -3.0, -3.0, -3.0 }, Float:{ 3.0, 3.0, 3.0 } ) set_pev( ent, pev_iuser3, id ) set_pev( ent, pev_team, 6969 ) set_rendering(ent, kRenderFxNone, 255, 255, 255, kRenderTransAdd, 255) iceent[id] = ent } else { if( is_valid_ent(iceent[id]) ) { if( pev(iceent[id], pev_team) == 6969 ) remove_entity(iceent[id]) iceent[id] = -1 } } }
When a player is frozen i can't make dmg on him but he can do dmg to me and i want to be only on the enemy used. When i use grenade on my team they are frozen too xD
Last edited by luciaus18; 12-24-2014 at 10:55.
|
|