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only admins can parachute half life


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nonstopbootbox
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Join Date: Nov 2022
Old 11-24-2022 , 20:39   only admins can parachute half life
Reply With Quote #1

hello, i have a parachute plugin working in half life game, i want this plugin to be used only by admin, not all players
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File Type: sma Get Plugin or Get Source (zp_parachute.sma - 57 views - 4.8 KB)
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TribalBlood
Member
Join Date: Oct 2020
Old 11-25-2022 , 15:10   Re: only admins can parachute half life
Reply With Quote #2

PHP Code:
#include <amxmodx>
#include <fakemeta>
#include <hamsandwich>

#define _PLUGIN         "[ZP] Parachute"
#define _VERSION             "1.0"
#define _AUTHOR           "H.RED.ZONE"

#define PARACHUTE_MODEL "models/parachute.mdl"

#define MAX_PLAYERS    32

#define MarkUserHasParachute(%0)    g_bitHasParachute |= (1<<(%0&31))
#define ClearUserHasParachute(%0)   g_bitHasParachute &= ~(1<<(%0&31))
#define HasUserParachute(%0)        g_bitHasParachute & (1<<(%0&31))

new g_bitHasParachute

new g_iUserParachute[MAX_PLAYERS+1]

new 
Float:g_flEntityFrame[MAX_PLAYERS+1]

new 
g_iModelIndex
new g_pCvarFallSpeed

new const PARACHUTE_CLASS[] = "parachute"

enum {
    
deploy,
    
idle,
    
detach
}

public 
plugin_init() {
    
register_plugin(_PLUGIN_VERSION_AUTHOR)

    
g_pCvarFallSpeed register_cvar("parachute_fallspeed""30")

    
register_forwardFM_CmdStart"fw_Start" )

    
RegisterHam(Ham_Spawn"player""Ham_CBasePlayer_Spawn_Post"1)
    
RegisterHam(Ham_Killed"player""Ham_CBasePlayer_Killed_Post"1)
}

public 
plugin_precache() {
    
g_iModelIndex precache_model(PARACHUTE_MODEL)
}

public 
client_putinserver(id) {
    if( 
HasUserParachute(id) ) {
        new 
iEnt g_iUserParachute[id]
        if( 
iEnt ) {
            
RemoveUserParachute(idiEnt)
        }
        
ClearUserHasParachute(id)
    }
}

public 
client_disconnect(id) {
    if( 
HasUserParachute(id) ) {
        new 
iEnt g_iUserParachute[id]
        if( 
iEnt ) {
            
RemoveUserParachute(idiEnt)
        }
        
ClearUserHasParachute(id)
    }
}

public 
Ham_CBasePlayer_Killed_Postid ) {
    if( 
HasUserParachute(id) ) {
        new 
iEnt g_iUserParachute[id]
        if( 
iEnt ) {
            
RemoveUserParachute(idiEnt)
        }
        
ClearUserHasParachute(id)
    }
}

public 
Ham_CBasePlayer_Spawn_Post(id) {
    if( 
is_user_alive(id) ) {
        if( 
HasUserParachute(id) ) {
            new 
iEnt g_iUserParachute[id]
            if( 
iEnt ) {
                
RemoveUserParachute(idiEnt)
            }
        }
        
MarkUserHasParachute(id)
    }
}

RemoveUserParachute(idiEnt) {
    
engfunc(EngFunc_RemoveEntityiEnt)
    
g_iUserParachute[id] = 0
}

CreateParachute(id) {
    static 
iszInfoTarget
    
if( !iszInfoTarget ) {
        
iszInfoTarget engfunc(EngFunc_AllocString"info_target")
    }

    new 
iEnt engfunc(EngFunc_CreateNamedEntityiszInfoTarget)
    if( 
iEnt 0) {
        static 
iszClass 0
        
if( !iszClass ) {
            
iszClass engfunc(EngFunc_AllocStringPARACHUTE_CLASS)
        }
        
set_pev_string(iEntpev_classnameiszClass)
        
set_pev(iEntpev_aimentid)
        
set_pev(iEntpev_ownerid)
        
set_pev(iEntpev_movetypeMOVETYPE_FOLLOW)

        static 
iszModel 0
        
if( !iszModel ) {
            
iszModel engfunc(EngFunc_AllocStringPARACHUTE_MODEL)
        }
        
set_pev_string(iEntpev_modeliszModel)
        
set_pev(iEntpev_modelindexg_iModelIndex)

        
set_pev(iEntpev_sequencedeploy)
        
set_pev(iEntpev_gaitsequence1)
        
set_pev(iEntpev_frame0.0)
        
g_flEntityFrame[id] = 0.0
        g_iUserParachute
[id] = iEnt
        MarkUserHasParachute
(id)
        new 
Float:fVecOrigin[3]
        
pev(idpev_originfVecOrigin)

        return 
iEnt
    
}
    return 
0
}

public 
fw_Start(id) {
    if( ~
HasUserParachute(id) || !is_user_alive(id) || ~get_user_flags(id) & ADMIN_BAN ) {
        return
    }

    new 
Float:flFrame
    
new iEnt g_iUserParachute[id]

    if(
iEnt && pev(idpev_flags) & FL_ONGROUND) {

        if( 
pev(iEntpev_sequence) != detach ) {
            
set_pev(iEntpev_sequencedetach)
            
set_pev(iEntpev_gaitsequence1)
            
set_pev(iEntpev_frame0.0)
            
g_flEntityFrame[id] = 0.0
            set_pev
(iEntpev_animtime0.0)
            
set_pev(iEntpev_framerate0.0)
            return
        }

        
pev(iEntpev_frameflFrame)
        if( 
flFrame 252.0 ) {
            
RemoveUserParachute(idiEnt)
            return
        }

        
flFrame += 2.0

        g_flEntityFrame
[id] = flFrame
        set_pev
(iEntpev_frameflFrame)

        return
    }

    if( 
pev(idpev_button) & IN_USE ) {
        new 
Float:fVecVelocity[3], Float:fVelocity_z
        pev
(idpev_velocityfVecVelocity)
        
fVelocity_z fVecVelocity[2]

        if( 
fVelocity_z 0.0 ) {
            if(
iEnt <= 0) {
                
iEnt CreateParachute(id)
            }

            
fVelocity_z floatmin(fVelocity_z 15.0, -get_pcvar_float(g_pCvarFallSpeed))
            
fVecVelocity[2] = fVelocity_z
            set_pev
(idpev_velocityfVecVelocity)

            if( 
pev(iEntpev_sequence) == deploy ) {
                
flFrame g_flEntityFrame[id]++

                if( 
flFrame 100.0 ) {
                    
set_pev(iEntpev_animtime0.0)
                    
set_pev(iEntpev_framerate0.4)
                    
set_pev(iEntpev_sequenceidle)
                    
set_pev(iEntpev_gaitsequence1)
                    
set_pev(iEntpev_frame0.0)
                    
g_flEntityFrame[id] = 0.0
                
}
                else {
                    
set_pev(iEntpev_frameflFrame)
                }
            }
        }
        else if(
iEnt 0) {
            
RemoveUserParachute(idiEnt)
        }
    }
    else if( 
iEnt && pev(idpev_oldbuttons) & IN_USE ) {
        
RemoveUserParachute(idiEnt)
    }
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang10266\\ f0\\ fs16 \n\\ par }
*/ 
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TribalBlood is offline
nonstopbootbox
New Member
Join Date: Nov 2022
Old 11-27-2022 , 11:19   Re: only admins can parachute half life
Reply With Quote #3

thanks
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