BANNED
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02-17-2009
, 15:25
Re: Weapons glow (v_weaponname.mdl)
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#8
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Quote:
Originally Posted by Drak
No, it's not useless. It will return 0/-1 on invalid entity.
And oops, yeah, I typed that from memory. But It should work.
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still shutdown
PHP Code:
#include <amxmodx>
#include <fakemeta>
#include <zombieplague>
#include <engine>
#include <fun>
new const zp_class_name[] = { "Zombie Radioactivo" }
new const zp_class_info[] = { "Brilla en la obscuridad" }
new const zp_class_model[] = { "zombie_radioact" }
new const zp_class_claw[] = { "v_knife_zombie2.mdl" }
const zp_class_health = 4100
const zp_class_speed = 260
const Float:zp_class_gravity = 0.95
const Float:zp_class_kb = 1.5
new zp_class_rage
public plugin_precache()
{
zp_class_rage = zp_register_zombie_class(zp_class_name, zp_class_info, zp_class_model, zp_class_claw, zp_class_health, zp_class_speed, zp_class_gravity, zp_class_kb)
}
public plugin_init()
{
register_plugin("[ZP] Zombie Rage", "1.0", "Inhp")
}
public zp_user_infected_post(id, infector)
{
check(id)
}
public zp_user_humanized_post(id)
{
set_user_rendering(id,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,255)
}
public NewRound(id)
{
if (is_user_connected(id))
{
set_user_rendering(id,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,255)
set_task(3.0, "check", id)
}
}
public efectos(id)
{
if (zp_get_user_zombie_class(id) == zp_class_rage && zp_get_user_zombie(id) && !zp_get_user_nemesis(id) && is_user_connected(id))
{
if (zp_get_user_freeze(id))
{
static Float:originF[3]
pev(id, pev_origin, originF)
// Colored Aura
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_DLIGHT) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
write_byte(10) // radius asdasdasd
write_byte(0) // r
write_byte(100) // g
write_byte(200) // b
write_byte(2) // life
write_byte(0) // decay rate
message_end()
set_user_rendering(id, kRenderFxGlowShell, 0, 100, 200, kRenderNormal, 25)
}
else
{
static Float:originF[3]
pev(id, pev_origin, originF)
// Colored Aura
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_DLIGHT) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
write_byte(10) // radius asdasdasd
write_byte(0) // r
write_byte(255) // g
write_byte(0) // b
write_byte(2) // life
write_byte(0) // decay rate
message_end()
set_user_rendering(id, kRenderFxGlowShell, 0, 255, 0, kRenderNormal, 25)
//RenderWeapon(id)
}
set_task(0.1, "efectos", id)
}
}
public check(id)
{
if (zp_get_user_zombie_class(id) == zp_class_rage && zp_get_user_zombie(id) && !zp_get_user_nemesis(id))
{
efectos(id)
}
}
RenderWeapon(id)
{
new szModel[33]
pev(id,pev_viewmodel2,szModel,32);
set_pev(id,pev_viewmodel2,"");
new ent = engfunc(EngFunc_CreateNamedEntity,engfunc(EngFunc_AllocString,"info_target"));
if(!ent)
return
dllfunc(DLLFunc_Spawn,ent);
set_pev(ent,pev_classname,"fakeWeapon");
set_pev(ent,pev_movetype,MOVETYPE_FOLLOW);
set_pev(ent,pev_aiment,id);
engfunc(EngFunc_SetModel,ent,szModel);
// Render 'ent' here
fm_set_rendering(ent, kRenderFxGlowShell,0,255,0,kRenderTransAlpha,255)
}
// Set entity's rendering type (from fakemeta_util)
stock fm_set_rendering(entity, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16)
{
static Float:color[3]
color[0] = float(r)
color[1] = float(g)
color[2] = float(b)
set_pev(entity, pev_renderfx, fx)
set_pev(entity, pev_rendercolor, color)
set_pev(entity, pev_rendermode, render)
set_pev(entity, pev_renderamt, float(amount))
}
will look at ZP core but dont think its the problem
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