Veteran Member
Join Date: Nov 2013
Location: Malaysia (9w2zow).
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04-19-2016
, 23:20
Re: [ZP] Addon + Extra Item: Knockback Bomb
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#39
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Gian, do you get any errors?
Mohammad, just use below:
Code:
#include < amxmodx >
#include < cstrike >
#include < engine >
#include < fakemeta >
#include < fun >
#include < hamsandwich >
#include < zombieplague >
#include < zp50_class_dragon >
#include < zp50_class_nightcrawler >
#include < zp50_class_assassin >
#define Plugin "[ZP] Knockback Bomb"
#define Version "1.0"
#define Author "0"
// === Customization starts below! ===
new const g_PlayerModel [ ] = "models/zombie_plague/p_grenade_knock.mdl"
new const g_ViewModel [ ] = "models/zombie_plague/v_grenade_knockback.mdl"
new const g_WorldModel [ ] = "models/zombie_plague/w_grenade_knock.mdl"
// You can add more than 1 sound!
new const g_SoundGrenadeBuy [ ] [ ] = { "items/gunpickup2.wav" }
new const g_SoundAmmoPurchase [ ] [ ] = { "items/9mmclip1.wav" }
new const g_SoundBombExplode [ ] [ ] = { "zombie_plague/grenade_infect.wav" }
#define MAXCARRY 5 // How many grenades 1 player can hold at the same time
#define RADIUS 300.0 // Affect radius
// === Customization ends above! ===
#define MAXPLAYERS 32
#define pev_nade_type pev_flTimeStepSound
#define NADE_TYPE_JUMPING 26517
#define AMMOID_SM 13
new g_iExplo
new g_iJumpingNadeCount [ MAXPLAYERS+1 ]
new g_iCurrentWeapon [ MAXPLAYERS+1 ]
new cvar_speed
new g_MaxPlayers
new g_msgAmmoPickup
public plugin_precache ( )
{
precache_model ( g_PlayerModel )
precache_model ( g_ViewModel )
precache_model ( g_WorldModel )
new i
for ( i = 0; i < sizeof g_SoundGrenadeBuy; i++ )
precache_sound ( g_SoundGrenadeBuy [ i ] )
for ( i = 0; i < sizeof g_SoundAmmoPurchase; i++ )
precache_sound ( g_SoundAmmoPurchase [ i ] )
for ( i = 0; i < sizeof g_SoundBombExplode; i++ )
precache_sound ( g_SoundBombExplode [ i ] )
g_iExplo = precache_model ( "sprites/xfire.spr" )
}
public plugin_init ( )
{
register_plugin ( Plugin, Version, Author )
register_event ( "CurWeapon", "EV_CurWeapon", "be", "1=1" )
register_event ( "HLTV", "EV_NewRound", "a", "1=0", "2=0" )
register_event ( "DeathMsg", "EV_DeathMsg", "a" )
register_forward ( FM_SetModel, "fw_SetModel" )
RegisterHam ( Ham_Think, "grenade", "fw_ThinkGrenade" )
cvar_speed = register_cvar ( "zp_zombiebomb_knockback", "800" )
g_msgAmmoPickup = get_user_msgid ( "AmmoPickup" )
g_MaxPlayers = get_maxplayers ( )
}
public client_connect ( Player )
{
g_iJumpingNadeCount [ Player ] = 0
}
public zp_user_infected_post ( Player, Infector, Nemesis )
{
if(!zp_class_dragon_get(Player) && !zp_class_nightcrawler_get(Player) && !zp_class_assassin_get(Player))
{
g_iJumpingNadeCount [ Player ] = 0
give_item ( Player, "weapon_smokegrenade" )
emit_sound ( Player, CHAN_ITEM, g_SoundGrenadeBuy[random_num(0, sizeof g_SoundGrenadeBuy-1)], VOL_NORM, ATTN_NORM, 0, PITCH_NORM )
AmmoPickup ( Player, AMMOID_SM, 1 )
g_iJumpingNadeCount [ Player ] = 1
}
}
public zp_user_humanized_post ( Player, Survivor )
{
if ( Survivor )
{
g_iJumpingNadeCount [ Survivor ] = 0
}
}
public EV_CurWeapon ( Player )
{
if ( !is_user_alive ( Player ) || !zp_get_user_zombie ( Player ) )
return PLUGIN_CONTINUE
g_iCurrentWeapon [ Player ] = read_data ( 2 )
if ( g_iJumpingNadeCount [ Player ] > 0 && g_iCurrentWeapon [ Player ] == CSW_SMOKEGRENADE )
{
set_pev ( Player, pev_viewmodel2, g_ViewModel )
set_pev ( Player, pev_weaponmodel2, g_WorldModel )
}
return PLUGIN_CONTINUE
}
public EV_NewRound ( )
{
arrayset ( g_iJumpingNadeCount, 0, 33 )
}
public EV_DeathMsg ( )
{
new iVictim = read_data ( 2 )
if ( !is_user_connected ( iVictim ) )
return
g_iJumpingNadeCount [ iVictim ] = 0
}
public fw_SetModel ( Entity, const Model [ ] )
{
if ( Entity < 0 )
return FMRES_IGNORED
if ( pev ( Entity, pev_dmgtime ) == 0.0 )
return FMRES_IGNORED
new iOwner = entity_get_edict ( Entity, EV_ENT_owner )
if ( g_iJumpingNadeCount [ iOwner ] >= 1 && equal ( Model [ 7 ], "w_sm", 4 ) )
{
// Reset any other nade
set_pev ( Entity, pev_nade_type, 0 )
set_pev ( Entity, pev_nade_type, NADE_TYPE_JUMPING )
g_iJumpingNadeCount [ iOwner ]--
entity_set_model ( Entity, g_WorldModel )
return FMRES_SUPERCEDE
}
return FMRES_IGNORED
}
public fw_ThinkGrenade ( Entity )
{
if ( !pev_valid ( Entity ) )
return HAM_IGNORED
static Float:dmg_time
pev ( Entity, pev_dmgtime, dmg_time )
if ( dmg_time > get_gametime ( ) )
return HAM_IGNORED
if ( pev ( Entity, pev_nade_type ) == NADE_TYPE_JUMPING )
{
jumping_explode ( Entity )
return HAM_SUPERCEDE
}
return HAM_IGNORED
}
public jumping_explode ( Entity )
{
if ( Entity < 0 )
return
static Float:flOrigin [ 3 ]
pev ( Entity, pev_origin, flOrigin )
engfunc ( EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, flOrigin, 0 )
write_byte ( TE_SPRITE )
engfunc ( EngFunc_WriteCoord, flOrigin [ 0 ] )
engfunc ( EngFunc_WriteCoord, flOrigin [ 1 ] )
engfunc ( EngFunc_WriteCoord, flOrigin [ 2 ] + 45.0 )
write_short ( g_iExplo )
write_byte ( 35 )
write_byte ( 186 )
message_end ( )
new iOwner = entity_get_edict ( Entity, EV_ENT_owner )
emit_sound ( Entity, CHAN_WEAPON, g_SoundBombExplode[random_num(0, sizeof g_SoundBombExplode-1)], VOL_NORM, ATTN_NORM, 0, PITCH_NORM )
for ( new i = 1; i < g_MaxPlayers; i++ )
{
if ( !is_user_alive ( i ) )
continue
// Debug!
//client_print ( iOwner, print_chat, "Owner of Smoke Grenade!" )
new Float:flVictimOrigin [ 3 ]
pev ( i, pev_origin, flVictimOrigin )
new Float:flDistance = get_distance_f ( flOrigin, flVictimOrigin )
if ( flDistance <= RADIUS )
{
static Float:flSpeed
flSpeed = get_pcvar_float ( cvar_speed )
static Float:flNewSpeed
flNewSpeed = flSpeed * ( 1.0 - ( flDistance / RADIUS ) )
static Float:flVelocity [ 3 ]
get_speed_vector ( flOrigin, flVictimOrigin, flNewSpeed, flVelocity )
set_pev ( i, pev_velocity,flVelocity )
}
}
engfunc ( EngFunc_RemoveEntity, Entity )
}
public AmmoPickup ( Player, AmmoID, AmmoAmount )
{
message_begin ( MSG_ONE, g_msgAmmoPickup, _, Player )
write_byte ( AmmoID )
write_byte ( AmmoAmount )
message_end ( )
}
stock get_speed_vector(const Float:origin1[3],const Float:origin2[3],Float:speed, Float:new_velocity[3])
{
new_velocity[0] = origin2[0] - origin1[0]
new_velocity[1] = origin2[1] - origin1[1]
new_velocity[2] = origin2[2] - origin1[2]
new Float:num = floatsqroot(speed*speed / (new_velocity[0]*new_velocity[0] + new_velocity[1]*new_velocity[1] + new_velocity[2]*new_velocity[2]))
new_velocity[0] *= num
new_velocity[1] *= num
new_velocity[2] *= num
return 1;
}
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