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[REQ] Biohazard FlashLight


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superang
Senior Member
Join Date: Apr 2009
Location: Portugal
Old 08-24-2009 , 18:26   [REQ] Biohazard FlashLight
Reply With Quote #1

Can anyone make biohazard flashlight work with zp.
Its because zp flashlight is very breaks and laggy :S.
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Makzz
Junior Member
Join Date: May 2010
Location: Russia
Old 07-22-2010 , 06:22   Re: [REQ] Biohazard FlashLight
Reply With Quote #2

Quote:
Originally Posted by superang View Post
Can anyone make biohazard flashlight work with zp.
Its because zp flashlight is very breaks and laggy :S.
PHP Code:
// Based on Flashlight v0.3 by cheap_suit ( for Biohazard Mod )

#include <amxmodx>
#include <fakemeta>
#include <zombieplague>

new gEnabledgFlashlight[33], gLightent[33]

public 
plugin_init ()
{
    
register_plugin "Flashlight""1.1""Makzz" )
    
register_forward FM_Think"fwd_Think" )
    
register_event "Flashlight""ev_FlashLight""b" )
    
    
register_event "ResetHUD""ev_ResetFlashLight""be""1=1" )
    
register_event "DeathMsg""ev_ResetFlashLight""a" )
    
    
gEnabled register_cvar "zp_flashlight""1" )
}

public 
plugin_precache ()
    
precache_model "sprites/dot.spr" )

public 
client_connect id )
    
reset_user id )

public 
client_disconnect id )
    
reset_user id )

public 
reset_user id )
{
    if ( 
gLightent[id] > && pev_valid gLightent[id] ) )
        
engfunc EngFunc_RemoveEntitygLightent[id] )
    
    
gLightent[id] = gFlashlight[id] = 0
}

public 
ev_ResetFlashLight id )
    
gFlashlight[id] = false

public ev_FlashLight id )
{
    if ( 
zp_get_user_zombie id ) || !get_pcvar_num gEnabled ) )
        return
    
    
flashlight idgFlashlight[id] ? false true )
    
set_pev idpev_effectspev idpev_effects ) & ~EF_DIMLIGHT // Скрываем стандартный эффект фонарика
}

public 
zp_user_infected_pre id )
{
    
message_begin MSG_ONEget_user_msgid "Flashlight" ), { 00}, id )
    
write_byte )
    
write_byte 100 )
    
message_end ()
    
    
flashlight idfalse )
}

public 
fwd_Think ent )
{
    if ( !
pev_valid ent ) )
        return 
FMRES_IGNORED
    
    
static classname[11]
    
pev entpev_classnameclassnamecharsmax classname ) )
    
    if ( !
equal classname"flashlight" ) )
        return 
FMRES_IGNORED
    
    
static id
    id 
pev entpev_owner )
    
    if ( !
is_user_alive id ) || !gFlashlight[id] )
    {
        
reset_effects ent )
        return 
FMRES_IGNORED
    
}
    
    static 
Float:origin[3]
    
fm_get_aim_origin idorigin )
    
engfunc EngFunc_SetOriginentorigin )
    
set_pev entpev_nextthinkget_gametime () )
    
    return 
FMRES_HANDLED
}
    
    
stock flashlight indexbool:status false )
{
    
gFlashlight[index] = status
    
    
if ( status )
    {
        if ( !
pev_valid gLightent[index] ) )
        {
            
gLightent[index] = engfunc EngFunc_CreateNamedEntityengfunc EngFunc_AllocString"info_target" ) )
            if ( 
gLightent[index] )
            {
                
engfunc EngFunc_SetModelgLightent[index], "sprites/dot.spr" )
                
set_pev gLightent[index], pev_classname"flashlight" )
                
set_pev gLightent[index], pev_solidSOLID_NOT )
                
set_pev gLightent[index], pev_movetypeMOVETYPE_FLY )
                
set_pev gLightent[index], pev_rendermodekRenderTransTexture )
                
set_effects gLightent[index] )
                
set_pev gLightent[index], pev_renderamt0.0 )
                
set_pev gLightent[index], pev_ownerindex )
                
set_pev gLightent[index], pev_nextthinkget_gametime () )
            }
        }
        else
        {
            
set_effects gLightent[index] )
            
set_pev gLightent[index], pev_nextthinkget_gametime () )
        }
    }
    else
        if ( 
pev_valid gLightent[index] ) )
            
reset_effects gLightent[index] )
}

stock reset_effects index )
    
set_pev indexpev_effects)

stock set_effects index )
    
set_pev indexpev_effectsEF_DIMLIGHT )

stock fm_get_aim_origin indexFloat:origin[3] )
{
    new 
Float:start[3], Float:view_ofs[3]
    
pev indexpev_originstart )
    
pev indexpev_view_ofsview_ofs )
    
    
start[0] += view_ofs[0]
    
start[1] += view_ofs[1]
    
start[2] += view_ofs[2]

    new 
Float:dest[3]
    
pev indexpev_v_angledest )
    
engfunc EngFunc_MakeVectorsdest )
    
global_get glb_v_forwarddest )

    
dest[0] *= 9999.0
    dest
[1] *= 9999.0
    dest
[2] *= 9999.0
    
    dest
[0] += start[0]
    
dest[1] += start[1]
    
dest[2] += start[2]

    
engfunc EngFunc_TraceLinestartdest0index)
    
get_tr2 0TR_vecEndPosorigin )

    return 
1

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georgik57
Veteran Member
Join Date: Oct 2008
Location: 🎧Music World
Old 07-22-2010 , 09:18   Re: [REQ] Biohazard FlashLight
Reply With Quote #3

Quote:
Originally Posted by Makzz View Post
PHP Code:
// Based on Flashlight v0.3 by cheap_suit ( for Biohazard Mod )

#include <amxmodx>
#include <fakemeta>
#include <zombieplague>

new gEnabledgFlashlight[33], gLightent[33]

public 
plugin_init ()
{
    
register_plugin "Flashlight""1.1""Makzz" )
    
register_forward FM_Think"fwd_Think" )
    
register_event "Flashlight""ev_FlashLight""b" )
    
    
register_event "ResetHUD""ev_ResetFlashLight""be""1=1" )
    
register_event "DeathMsg""ev_ResetFlashLight""a" )
    
    
gEnabled register_cvar "zp_flashlight""1" )
}

public 
plugin_precache ()
    
precache_model "sprites/dot.spr" )

public 
client_connect id )
    
reset_user id )

public 
client_disconnect id )
    
reset_user id )

public 
reset_user id )
{
    if ( 
gLightent[id] > && pev_valid gLightent[id] ) )
        
engfunc EngFunc_RemoveEntitygLightent[id] )
    
    
gLightent[id] = gFlashlight[id] = 0
}

public 
ev_ResetFlashLight id )
    
gFlashlight[id] = false

public ev_FlashLight id )
{
    if ( 
zp_get_user_zombie id ) || !get_pcvar_num gEnabled ) )
        return
    
    
flashlight idgFlashlight[id] ? false true )
    
set_pev idpev_effectspev idpev_effects ) & ~EF_DIMLIGHT // Скрываем стандартный эффект фонарика
}

public 
zp_user_infected_pre id )
{
    
message_begin MSG_ONEget_user_msgid "Flashlight" ), { 00}, id )
    
write_byte )
    
write_byte 100 )
    
message_end ()
    
    
flashlight idfalse )
}

public 
fwd_Think ent )
{
    if ( !
pev_valid ent ) )
        return 
FMRES_IGNORED
    
    
static classname[11]
    
pev entpev_classnameclassnamecharsmax classname ) )
    
    if ( !
equal classname"flashlight" ) )
        return 
FMRES_IGNORED
    
    
static id
    id 
pev entpev_owner )
    
    if ( !
is_user_alive id ) || !gFlashlight[id] )
    {
        
reset_effects ent )
        return 
FMRES_IGNORED
    
}
    
    static 
Float:origin[3]
    
fm_get_aim_origin idorigin )
    
engfunc EngFunc_SetOriginentorigin )
    
set_pev entpev_nextthinkget_gametime () )
    
    return 
FMRES_HANDLED
}
    
    
stock flashlight indexbool:status false )
{
    
gFlashlight[index] = status
    
    
if ( status )
    {
        if ( !
pev_valid gLightent[index] ) )
        {
            
gLightent[index] = engfunc EngFunc_CreateNamedEntityengfunc EngFunc_AllocString"info_target" ) )
            if ( 
gLightent[index] )
            {
                
engfunc EngFunc_SetModelgLightent[index], "sprites/dot.spr" )
                
set_pev gLightent[index], pev_classname"flashlight" )
                
set_pev gLightent[index], pev_solidSOLID_NOT )
                
set_pev gLightent[index], pev_movetypeMOVETYPE_FLY )
                
set_pev gLightent[index], pev_rendermodekRenderTransTexture )
                
set_effects gLightent[index] )
                
set_pev gLightent[index], pev_renderamt0.0 )
                
set_pev gLightent[index], pev_ownerindex )
                
set_pev gLightent[index], pev_nextthinkget_gametime () )
            }
        }
        else
        {
            
set_effects gLightent[index] )
            
set_pev gLightent[index], pev_nextthinkget_gametime () )
        }
    }
    else
        if ( 
pev_valid gLightent[index] ) )
            
reset_effects gLightent[index] )
}

stock reset_effects index )
    
set_pev indexpev_effects)

stock set_effects index )
    
set_pev indexpev_effectsEF_DIMLIGHT )

stock fm_get_aim_origin indexFloat:origin[3] )
{
    new 
Float:start[3], Float:view_ofs[3]
    
pev indexpev_originstart )
    
pev indexpev_view_ofsview_ofs )
    
    
start[0] += view_ofs[0]
    
start[1] += view_ofs[1]
    
start[2] += view_ofs[2]

    new 
Float:dest[3]
    
pev indexpev_v_angledest )
    
engfunc EngFunc_MakeVectorsdest )
    
global_get glb_v_forwarddest )

    
dest[0] *= 9999.0
    dest
[1] *= 9999.0
    dest
[2] *= 9999.0
    
    dest
[0] += start[0]
    
dest[1] += start[1]
    
dest[2] += start[2]

    
engfunc EngFunc_TraceLinestartdest0index)
    
get_tr2 0TR_vecEndPosorigin )

    return 
1

tested? works?
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abdul-rehman
Veteran Member
Join Date: Jan 2010
Location: Khi, Pakistan
Old 07-22-2010 , 11:25   Re: [REQ] Biohazard FlashLight
Reply With Quote #4

Quote:
Originally Posted by Makzz View Post
PHP Code:
// Based on Flashlight v0.3 by cheap_suit ( for Biohazard Mod )

#include <amxmodx>
#include <fakemeta>
#include <zombieplague>

new gEnabledgFlashlight[33], gLightent[33]

public 
plugin_init ()
{
    
register_plugin "Flashlight""1.1""Makzz" )
    
register_forward FM_Think"fwd_Think" )
    
register_event "Flashlight""ev_FlashLight""b" )
    
    
register_event "ResetHUD""ev_ResetFlashLight""be""1=1" )
    
register_event "DeathMsg""ev_ResetFlashLight""a" )
    
    
gEnabled register_cvar "zp_flashlight""1" )
}

public 
plugin_precache ()
    
precache_model "sprites/dot.spr" )

public 
client_connect id )
    
reset_user id )

public 
client_disconnect id )
    
reset_user id )

public 
reset_user id )
{
    if ( 
gLightent[id] > && pev_valid gLightent[id] ) )
        
engfunc EngFunc_RemoveEntitygLightent[id] )
    
    
gLightent[id] = gFlashlight[id] = 0
}

public 
ev_ResetFlashLight id )
    
gFlashlight[id] = false

public ev_FlashLight id )
{
    if ( 
zp_get_user_zombie id ) || !get_pcvar_num gEnabled ) )
        return
    
    
flashlight idgFlashlight[id] ? false true )
    
set_pev idpev_effectspev idpev_effects ) & ~EF_DIMLIGHT // Скрываем стандартный эффект фонарика
}

public 
zp_user_infected_pre id )
{
    
message_begin MSG_ONEget_user_msgid "Flashlight" ), { 00}, id )
    
write_byte )
    
write_byte 100 )
    
message_end ()
    
    
flashlight idfalse )
}

public 
fwd_Think ent )
{
    if ( !
pev_valid ent ) )
        return 
FMRES_IGNORED
    
    
static classname[11]
    
pev entpev_classnameclassnamecharsmax classname ) )
    
    if ( !
equal classname"flashlight" ) )
        return 
FMRES_IGNORED
    
    
static id
    id 
pev entpev_owner )
    
    if ( !
is_user_alive id ) || !gFlashlight[id] )
    {
        
reset_effects ent )
        return 
FMRES_IGNORED
    
}
    
    static 
Float:origin[3]
    
fm_get_aim_origin idorigin )
    
engfunc EngFunc_SetOriginentorigin )
    
set_pev entpev_nextthinkget_gametime () )
    
    return 
FMRES_HANDLED
}
    
    
stock flashlight indexbool:status false )
{
    
gFlashlight[index] = status
    
    
if ( status )
    {
        if ( !
pev_valid gLightent[index] ) )
        {
            
gLightent[index] = engfunc EngFunc_CreateNamedEntityengfunc EngFunc_AllocString"info_target" ) )
            if ( 
gLightent[index] )
            {
                
engfunc EngFunc_SetModelgLightent[index], "sprites/dot.spr" )
                
set_pev gLightent[index], pev_classname"flashlight" )
                
set_pev gLightent[index], pev_solidSOLID_NOT )
                
set_pev gLightent[index], pev_movetypeMOVETYPE_FLY )
                
set_pev gLightent[index], pev_rendermodekRenderTransTexture )
                
set_effects gLightent[index] )
                
set_pev gLightent[index], pev_renderamt0.0 )
                
set_pev gLightent[index], pev_ownerindex )
                
set_pev gLightent[index], pev_nextthinkget_gametime () )
            }
        }
        else
        {
            
set_effects gLightent[index] )
            
set_pev gLightent[index], pev_nextthinkget_gametime () )
        }
    }
    else
        if ( 
pev_valid gLightent[index] ) )
            
reset_effects gLightent[index] )
}

stock reset_effects index )
    
set_pev indexpev_effects)

stock set_effects index )
    
set_pev indexpev_effectsEF_DIMLIGHT )

stock fm_get_aim_origin indexFloat:origin[3] )
{
    new 
Float:start[3], Float:view_ofs[3]
    
pev indexpev_originstart )
    
pev indexpev_view_ofsview_ofs )
    
    
start[0] += view_ofs[0]
    
start[1] += view_ofs[1]
    
start[2] += view_ofs[2]

    new 
Float:dest[3]
    
pev indexpev_v_angledest )
    
engfunc EngFunc_MakeVectorsdest )
    
global_get glb_v_forwarddest )

    
dest[0] *= 9999.0
    dest
[1] *= 9999.0
    dest
[2] *= 9999.0
    
    dest
[0] += start[0]
    
dest[1] += start[1]
    
dest[2] += start[2]

    
engfunc EngFunc_TraceLinestartdest0index)
    
get_tr2 0TR_vecEndPosorigin )

    return 
1

Why are u using an entity to make a flash light just use a TE_DLIGHT with a 0.1 task...
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Makzz
Junior Member
Join Date: May 2010
Location: Russia
Old 07-22-2010 , 12:29   Re: [REQ] Biohazard FlashLight
Reply With Quote #5

Quote:
Originally Posted by abdul-rehman View Post
Why are u using an entity to make a flash light just use a TE_DLIGHT with a 0.1 task...
Mb because:
Quote:
Based on Flashlight v0.3 by cheap_suit
??
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naSTR
Veteran Member
Join Date: Dec 2011
Location: Asia, Mongolia
Old 06-25-2012 , 07:40   Re: [REQ] Biohazard FlashLight
Reply With Quote #6

How to reduce flashlight radius? Its too big
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Old 06-25-2012, 13:31
gogicaa
This message has been deleted by gogicaa.
cOMpirm
Senior Member
Join Date: Jun 2012
Old 06-30-2012 , 09:15   Re: [REQ] Biohazard FlashLight
Reply With Quote #7

Quote:
Originally Posted by naSTR View Post
How to reduce flashlight radius? Its too big
too big?
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