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Advanced Bullet Damage


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SoulWeaver16
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Join Date: May 2021
Location: Uruguay
Old 07-08-2023 , 08:44   Re: Advanced Bullet Damage
Reply With Quote #91

Quote:
Originally Posted by DJEarthQuake View Post
Done. It does look pretty sweet all our styles mixed in testing this.
// C:\Program Files (x86)\Steam\steamapps\common\Half-Life\czero\addons\amxmodx\scripting\abd_Sn!ff 3r.sma(37) : warning 217: loose indentation
// C:\Program Files (x86)\Steam\steamapps\common\Half-Life\czero\addons\amxmodx\scripting\abd_Sn!ff 3r.sma(46) : warning 217: loose indentation
// C:\Program Files (x86)\Steam\steamapps\common\Half-Life\czero\addons\amxmodx\scripting\abd_Sn!ff 3r.sma(48) : warning 217: loose indentation
// C:\Program Files (x86)\Steam\steamapps\common\Half-Life\czero\addons\amxmodx\scripting\abd_Sn!ff 3r.sma(58) : warning 217: loose indentation
// C:\Program Files (x86)\Steam\steamapps\common\Half-Life\czero\addons\amxmodx\scripting\abd_Sn!ff 3r.sma(65) : warning 217: loose indentation
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Last edited by SoulWeaver16; 07-08-2023 at 08:44.
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Napoleon_be
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Location: Belgium
Old 07-21-2023 , 07:58   Re: Advanced Bullet Damage
Reply With Quote #92

Quote:
Originally Posted by SoulWeaver16 View Post
// C:\Program Files (x86)\Steam\steamapps\common\Half-Life\czero\addons\amxmodx\scripting\abd_Sn!ff 3r.sma(37) : warning 217: loose indentation
// C:\Program Files (x86)\Steam\steamapps\common\Half-Life\czero\addons\amxmodx\scripting\abd_Sn!ff 3r.sma(46) : warning 217: loose indentation
// C:\Program Files (x86)\Steam\steamapps\common\Half-Life\czero\addons\amxmodx\scripting\abd_Sn!ff 3r.sma(4 : warning 217: loose indentation
// C:\Program Files (x86)\Steam\steamapps\common\Half-Life\czero\addons\amxmodx\scripting\abd_Sn!ff 3r.sma(5 : warning 217: loose indentation
// C:\Program Files (x86)\Steam\steamapps\common\Half-Life\czero\addons\amxmodx\scripting\abd_Sn!ff 3r.sma(65) : warning 217: loose indentation
Those warnings can be ignored as they won't affect the functionality of the code.
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Siska1
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Join Date: Feb 2020
Location: BedRock
Old 07-21-2023 , 12:24   Re: Advanced Bullet Damage
Reply With Quote #93

Quote:
Originally Posted by SoulWeaver16 View Post
// C:\Program Files (x86)\Steam\steamapps\common\Half-Life\czero\addons\amxmodx\scripting\abd_Sn!ff 3r.sma(37) : warning 217: loose indentation
// C:\Program Files (x86)\Steam\steamapps\common\Half-Life\czero\addons\amxmodx\scripting\abd_Sn!ff 3r.sma(46) : warning 217: loose indentation
// C:\Program Files (x86)\Steam\steamapps\common\Half-Life\czero\addons\amxmodx\scripting\abd_Sn!ff 3r.sma(4 : warning 217: loose indentation
// C:\Program Files (x86)\Steam\steamapps\common\Half-Life\czero\addons\amxmodx\scripting\abd_Sn!ff 3r.sma(5 : warning 217: loose indentation
// C:\Program Files (x86)\Steam\steamapps\common\Half-Life\czero\addons\amxmodx\scripting\abd_Sn!ff 3r.sma(65) : warning 217: loose indentation

Here without warnings :
Code:
#include <amxmodx>
#include <amxmisc>
#include <fakemeta_util>

#define PLUGIN "Advanced Bullet Damage"
#define VERSION "2.0" ///1.0 to 2.0 is Half-Life port along with SFX. Both by SPiNX.
#define AUTHOR "Sn!ff3r & SPiNX"

//Conners contstant
new const Float:g_flCoords[][] = 
{
    {0.50, 0.40},
    {0.56, 0.44},
    {0.60, 0.50},
    {0.56, 0.56},
    {0.50, 0.60},
    {0.44, 0.56},
    {0.40, 0.50},
    {0.44, 0.44}
}

new g_iPlayerPos[MAX_PLAYERS+1]

new g_iMaxPlayers
new g_pCvarEnabled

//end conner's constant

new g_type, g_enabled, g_recieved, bool:g_showrecieved, g_hudmsg1, g_hudmsg2

public plugin_init() 
{
    
    //conner mccloud
        g_pCvarEnabled = register_cvar("bullet_damage", "1")

	register_event("Damage", "Event_Damage", "b", "2>0", "3=0")

	g_iMaxPlayers = get_maxplayers()
    
    //conner end
    
	register_plugin(PLUGIN, VERSION, AUTHOR)
    
	register_event("Damage", "on_damage", "b", "2!0", "3=0", "4!0") 
	if ( cstrike_running() )register_event("HLTV", "on_new_round", "a", "1=0", "2=0");

	g_type = register_cvar("amx_bulletdamage","1")
	g_recieved = register_cvar("amx_bulletdamage_recieved","1")
    
	g_hudmsg1 = CreateHudSyncObj()  
	g_hudmsg2 = CreateHudSyncObj()

        /////*//*//*/////
        ///*//half-life/*///
        /////*//*//*////
        /*HL PORT*/
	register_event("Damage", "got_hit", "b")
	register_cvar("hn_human","1") //fadescreen or 'hit notify' from human attacker's landed hits.
	register_cvar("hn_npc", "1") //fadescreen from bot or npc attacker's landed hits.
	register_cvar("hn_dam_hum","1") //screenshake effect on or off from human attacker's landed hits.
	register_cvar("hn_dam_npc","1") //screenshake effect on or off from bot attacker's landed hits.
	register_cvar("hn_cry","1") //victim cries out each time you shoot them and land a shot! Different sound if human or bot. Human's squeek and bots make a short cowardly scientist cry.

	if ( cstrike_running() ) return;
		else
    {
        g_enabled = get_pcvar_num(g_type)
        if(get_pcvar_num(g_recieved)) g_showrecieved = true
    }
         /*HL PORT*/
        /////*//*//*/////
        ///*//halflife/*///
        /////*//*//*////
}

public on_new_round()
{
    g_enabled = get_pcvar_num(g_type)
    if(get_pcvar_num(g_recieved)) g_showrecieved = true 
}

//Conner's

public Event_Damage( iVictim )
{
    if( get_pcvar_num(g_pCvarEnabled) && (read_data(4) || read_data(5) || read_data(6)) )
    {
        new id = get_user_attacker(iVictim)
        if( (1 <= id <= g_iMaxPlayers) && is_user_connected(id) )
        {
            new iPos = ++g_iPlayerPos[id]
            if( iPos == sizeof(g_flCoords) )
            {
                iPos = g_iPlayerPos[id] = 0
            }
            set_hudmessage(0, 40, 80, Float:g_flCoords[iPos][0], Float:g_flCoords[iPos][1], 0, 0.1, 2.5, 0.02, 0.02, -1)
            show_hudmessage(id, "%d", read_data(2))
        }
    }
}

//Conner's


    ///arcade classic effects
#include <engine>
#include <fun>

public plugin_precache()
{
        precache_sound("misc/ni1.wav")
        precache_sound("scientist/scream19.wav")
}

public on_damage(id)
{
        if(g_enabled)
        {
                static attacker; attacker = get_user_attacker(id)
                static damage; damage = read_data(2)            
                if(g_showrecieved)
                {
                        set_hudmessage(255, 0, 0, 0.45, 0.50, 2, 0.1, 4.0, 0.1, 0.1, -1)
                        ShowSyncHudMsg(id, g_hudmsg2, "%i^n", damage)           
                }
                if(is_user_connected(attacker))
                {
                        switch(g_enabled)
                        {
                                case 1: {
                                        set_hudmessage(0, 100, 200, -1.0, 0.55, 2, 0.1, 4.0, 0.02, 0.02, -1)
                                        ShowSyncHudMsg(attacker, g_hudmsg1, "%i^n", damage)
                                }
                                case 2: {
                                        if(fm_is_ent_visible(attacker,id))
                                        {
                                                set_hudmessage(0, 100, 200, -1.0, 0.55, 2, 0.1, 4.0, 0.02, 0.02, -1)
                                                ShowSyncHudMsg(attacker, g_hudmsg1, "%i^n", damage)
                                        }
                                }
                        }
                }
        }
}

public got_hit(id)
        {
        if(!is_user_bot(id) && is_user_alive(id) && is_user_connected(id))
                        {
                       if(get_cvar_num("hn_npc")) {
                                message_begin(MSG_ONE_UNRELIABLE,get_user_msgid("ScreenFade"),{0,0,0},id)
                                write_short(300) // was 0     //duration
                                write_short(350)                    //hold time 
                                write_short(0x0001)      //flags
                                write_byte(0)             //rgb alpha   
                                write_byte(119)
                                write_byte(190)
                                write_byte(300)
                                message_end()
                        }
                       if(get_cvar_num("hn_dam_npc")) {
                                message_begin(MSG_ONE_UNRELIABLE,get_user_msgid("ScreenShake"),{0,0,0},id)
                                write_short(5000)
                                write_short(1000)
                                write_short(1000)
                                message_end()
                        }
                       if(get_cvar_num("hn_cry")) {
                                new attacker=get_user_attacker(id)
                                if(is_user_connected(attacker)) {
                                client_cmd(attacker,"spk scientist/scream19.wav")
                                return PLUGIN_HANDLED
                                }
                }
}
        if(is_user_alive(id) && is_user_connected(id)) {
                       if(get_cvar_num("hn_human")) {
                                message_begin(MSG_ONE_UNRELIABLE,get_user_msgid("ScreenFade"),{0,0,0},id)
                                write_short(300) // was 0     //duration
                                write_short(350)             //hold time
                                write_short(0x0001)      //flags
                                write_byte(248)             //rgb alpha
                                write_byte(24)
                                write_byte(148)
                                write_byte(150)
                                message_end()
                        }
                       if(get_cvar_num("hn_dam_human")) {
                                message_begin(MSG_ONE_UNRELIABLE,get_user_msgid("ScreenShake"),{0,0,0},id)
                                write_short(0)
                                write_short(10000)
                                write_short(1000)
                                message_end()
                        }
                       if(get_cvar_num("hn_cry")) {
                                new attacker=get_user_attacker(id)
                                if(is_user_connected(attacker)) {
                                client_cmd(attacker,"spk misc/ni1.wav")

                                }
                }
        }
        return PLUGIN_HANDLED
}
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Last edited by Siska1; 07-21-2023 at 15:12.
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DJEarthQuake
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Join Date: Jan 2014
Location: Astral planes
Old 07-23-2023 , 12:26   Re: Advanced Bullet Damage
Reply With Quote #94

Be advised; it is recommended to erase all copies of that old version. I've remade it, and favor hp_all. It is based on what you are looking at like Sven and goes beyond player HP. If you want monsters to show.

Last edited by DJEarthQuake; 08-25-2023 at 08:35. Reason: update
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