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Target glow


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Plugin Info:     Modification:   Counter-Strike        Category:   Gameplay        Approver:   Exolent[jNr] (178)
TheRadiance
Senior Member
Join Date: Nov 2007
Location: Kazakhstan
Old 03-17-2009 , 07:37   Target glow
Reply With Quote #1

I used the "search" button, but couldn't find similiar plugin, sorry if plugin allready exists

Description:
While a player (any player) aims at another player (target), target will glow only for aimer (glow color depends on team. CT - blue, T - red), and when a player stops aiming, glow will instantly removed .
Used AddToFullPack method.

Modules:
fakemeta
Attached Files
File Type: sma Get Plugin or Get Source (target_glow.sma - 4328 views - 1.1 KB)

Last edited by TheRadiance; 03-30-2009 at 01:44.
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 03-17-2009 , 08:12   Re: Target glow
Reply With Quote #2

You should use static because it's called quite often.

About the fade, it doesn't appear for me at all. Glow is removed instantly when stop aiming.

Also I was wondering if it's not better to get the last hit (TR_pHit ) in FM_TraceLine instead of using get_user_aiming().
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beckham9224
Senior Member
Join Date: Feb 2009
Location: Asia, Mongolia
Old 03-17-2009 , 08:21   Re: Target glow
Reply With Quote #3

Quote:
Glow is removed instantly when stop aiming
Always?
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TheRadiance
Senior Member
Join Date: Nov 2007
Location: Kazakhstan
Old 03-17-2009 , 08:32   Re: Target glow
Reply With Quote #4

Quote:
Glow is removed instantly when stop aiming

Always?
Yes.

Quote:
Also I was wondering if it's not better to get the last hit (TR_pHit ) in FM_TraceLine instead of using get_user_aiming().
Just tried FM_TraceLine, works, but not so instant like get_user_aiming(..) in function..

Last edited by TheRadiance; 03-17-2009 at 08:57.
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Nextra
Veteran Member
Join Date: Apr 2008
Location: Germany
Old 03-17-2009 , 10:54   Re: Target glow
Reply With Quote #5

You basically issue get_user_aiming way too often because you do it on updating against every single player in the game (31 times at max) wich is not necessary if you rely on FM_TraceLine. Even if there is minor difference it should not be noticeable in most cases.
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Last edited by Nextra; 03-17-2009 at 15:46.
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TheRadiance
Senior Member
Join Date: Nov 2007
Location: Kazakhstan
Old 03-17-2009 , 11:03   Re: Target glow
Reply With Quote #6

Quote:
You basically issue get_user_aiming way too often because you do it on updating against every single player in the game (31 times at max) wich is not necessary if you rely on FM_TraceLine. Even if there is minor difference it should not be noticeable in most cases.
ok, i'll change it to TraceLine. thx for suggest
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tuty
Veteran Member
Join Date: Jul 2008
Location: UK
Old 03-17-2009 , 11:26   Re: Target glow
Reply With Quote #7

like in left 4 dead.. i had this idea a few days ago.. gg
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TheRadiance
Senior Member
Join Date: Nov 2007
Location: Kazakhstan
Old 03-17-2009 , 11:30   Re: Target glow
Reply With Quote #8

Updated to 1.1:
- Added FM_TraceLine instead of get_user_aiming...
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Nextra
Veteran Member
Join Date: Apr 2008
Location: Germany
Old 03-17-2009 , 13:19   Re: Target glow
Reply With Quote #9

This check is now redundant since you already require the target alive in TraceLine forward:

PHP Code:
is_user_aliveent 
If you add

PHP Code:
else if( g_Glowid ] )
      
g_Glowid ] = 
at the end of TraceLine the only necessary check on AddToFullPack would be this:

PHP Code:
if ( !player || g_iGlowhost ] != ent )
      return 
FMRES_IGNORED 
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Last edited by Nextra; 03-17-2009 at 15:46.
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 03-17-2009 , 13:28   Re: Target glow
Reply With Quote #10

In TraceLine, I would do only : g_iGlow[ id ] = get_tr2( trace, TR_pHit ); ; since you (should) filter with is_user_alive() in AddToFullPack.
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