Member
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06-09-2013
, 09:21
Re: Help diaz salamander plugin
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#5
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Quote:
Originally Posted by Catastrophe
normal mode = base builder it's same...
Solution = Open code find ExecuteHam(Ham_killed,blablabal)change it to ExecuteHam(Ham_TakeDamage,blablabla)
Or just post the code here in php form, i'll do it.
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Here code :
PHP Code:
#include <amxmodx> #include <engine> #include <fakemeta> #include <fakemeta_util> #include <hamsandwich> #include <cstrike> #include <xs> #include <fun> // #include <zombieplague>
#define PLUGIN "Salamander" #define VERSION "3.0" #define AUTHOR "Dias"
#define DAMAGE 38 #define RECOIL 0.1 #define FIRE_SPEED 500.0
#define BURN_DAMAGE 15 #define BURN_LOOP 1.0 #define BURN_TIME 5.0 #define FIREBURN_CLASSNAME "fire_burn"
#define CSW_SALAMANDER CSW_M249 #define weapon_salamander "weapon_m249"
#define DEFAULT_W_MODEL "models/w_m249.mdl" #define WEAPON_SECRET_CODE 1962+400 #define FIRE_CLASSNAME "fire"
// Fire Start #define WEAPON_ATTACH_F 40.0 #define WEAPON_ATTACH_R 5.0 #define WEAPON_ATTACH_U -15.0
#define TASK_RESET_AMMO 5434
const pev_ammo = pev_iuser4
new const WeaponModel[3][] = { "models/v_flamethrower.mdl", "models/p_flamethrower.mdl", "models/w_flamethrower.mdl" }
new const WeaponSound[6][] = { "weapons/flamegun-1.wav", "weapons/flamegun-2.wav", "weapons/flamegun_draw.wav", "weapons/flamegun_clipin1.wav", "weapons/flamegun_clipout1.wav", "weapons/flamegun_clipout2.wav" }
new const WeaponResource[7][] = { "sprites/flame_puff01.spr", "sprites/flame_burn01.spr", "sprites/weapon_flamethrower.txt", "sprites/640hud7_2.spr", "sprites/640hud59_2.spr", "sprites/640hud60_2.spr", "sprites/smokepuff.spr" }
enum { MODEL_V = 0, MODEL_P, MODEL_W }
enum { SALAMANDER_ANIM_IDLE = 0, SALAMANDER_ANIM_SHOOT_BEGIN, SALAMANDER_ANIM_SHOOT_END, SALAMANDER_ANIM_RELOAD, SALAMANDER_ANIM_DRAW }
new g_salamander new g_had_salamander[33], g_old_weapon[33], Float:g_PunchAngles[33][3] new g_smokepuff_id, g_weapon_event, g_register,cvar_cost
public plugin_init() { register_plugin(PLUGIN, VERSION, AUTHOR) register_event("HLTV", "Event_NewRound", "a", "1=0", "2=0") register_event("CurWeapon", "event_CurWeapon", "be", "1=1")
register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1) register_forward(FM_SetModel, "fw_SetModel") register_forward(FM_PlaybackEvent, "fw_PlaybackEvent") register_forward(FM_CmdStart, "fw_CmdStart")
register_think(FIRE_CLASSNAME, "fw_Fire_Think") register_think(FIREBURN_CLASSNAME, "fw_FireBurn_Think") register_touch(FIRE_CLASSNAME, "*", "fw_Fire_Touch") RegisterHam(Ham_Spawn, "player", "fw_Spawn_Post", 1) RegisterHam(Ham_Item_AddToPlayer, weapon_salamander, "fw_AddToPlayer_Post", 1) RegisterHam(Ham_TraceAttack, "player", "fw_TraceAttack") RegisterHam(Ham_TraceAttack, "worldspawn", "fw_TraceAttack") RegisterHam(Ham_Weapon_PrimaryAttack, weapon_salamander, "fw_Weapon_PrimaryAttack") RegisterHam(Ham_Weapon_PrimaryAttack, weapon_salamander, "fw_Weapon_PrimaryAttack_Post", 1) //g_dragoncannon = zp_register_extra_item("Dragon Cannon", 1, ZP_TEAM_HUMAN) register_clcmd("say /salamander", "get_salamander") register_clcmd("weapon_flamethrower", "hook_weapon") cvar_cost = register_cvar("salam_cost", "9000") register_clcmd("do_shoot", "do_shoot") register_forward(FM_PrecacheEvent, "fw_PrecacheEvent_Post", 1) }
public do_shoot(id) { static Body, Target get_user_aiming(id, Target, Body, 9999) if(is_user_alive(Target)) { static Ent; Ent = fm_get_user_weapon_entity(Target, get_user_weapon(Target)) ExecuteHamB(Ham_Weapon_PrimaryAttack, Ent) } }
public plugin_precache() { new i for(i = 0; i < sizeof(WeaponModel); i++) engfunc(EngFunc_PrecacheModel, WeaponModel[i]) for(i = 0; i < sizeof(WeaponSound); i++) engfunc(EngFunc_PrecacheSound, WeaponSound[i]) engfunc(EngFunc_PrecacheModel, WeaponResource[0]) engfunc(EngFunc_PrecacheModel, WeaponResource[1]) engfunc(EngFunc_PrecacheGeneric, WeaponResource[2]) engfunc(EngFunc_PrecacheModel, WeaponResource[3]) engfunc(EngFunc_PrecacheModel, WeaponResource[4]) engfunc(EngFunc_PrecacheModel, WeaponResource[5]) g_smokepuff_id = engfunc(EngFunc_PrecacheModel, WeaponResource[6]) }
public fw_PrecacheEvent_Post(type, const name[]) { if(equal("events/m249.sc", name)) g_weapon_event = get_orig_retval() }
public client_putinserver(id) { if(is_user_bot(id) && !g_register) { g_register = 1 set_task(0.1, "do_register", id) } }
public do_register(id) { RegisterHamFromEntity(Ham_TraceAttack, id, "fw_TraceAttack") }
public zp_extra_item_selected(id, itemid) { if(itemid == g_salamander) get_salamander(id) }
public get_salamander(id) { if(!is_user_alive(id)) return drop_weapons(id, 1)
new money = cs_get_user_money(id) if (money >= get_pcvar_num(cvar_cost)) { cs_set_user_money(id, money - get_pcvar_num(cvar_cost)) fm_give_item(id, weapon_salamander) } else { client_print(id, print_chat, "[Frixa] You dont hav enough money to buy Salamander. Cost $%d ", get_pcvar_num(cvar_cost)) } g_had_salamander[id] = 1 message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("CurWeapon"), _, id) write_byte(1) write_byte(CSW_SALAMANDER) write_byte(100) message_end() cs_set_user_bpammo(id, CSW_SALAMANDER, 200) }
public remove_salamnader(id) { if(!is_user_connected(id)) return g_had_salamander[id] = 0 }
public hook_weapon(id) engclient_cmd(id, weapon_salamander) public Event_NewRound() { remove_entity_name(FIRE_CLASSNAME) remove_entity_name(FIREBURN_CLASSNAME) } public event_CurWeapon(id) { if(!is_user_alive(id)) return if(get_user_weapon(id) == CSW_SALAMANDER && g_had_salamander[id]) { set_pev(id, pev_viewmodel2, WeaponModel[MODEL_V]) set_pev(id, pev_weaponmodel2, WeaponModel[MODEL_P]) if(g_old_weapon[id] != CSW_SALAMANDER) { set_weapon_anim(id, SALAMANDER_ANIM_DRAW) set_pdata_float(id, 83, 1.0, 5) } } g_old_weapon[id] = get_user_weapon(id) }
public fw_UpdateClientData_Post(id, sendweapons, cd_handle) { if(!is_user_connected(id) || !is_user_alive(id)) return FMRES_IGNORED if(get_user_weapon(id) != CSW_SALAMANDER || !g_had_salamander[id]) return FMRES_IGNORED set_cd(cd_handle, CD_flNextAttack, get_gametime() + 0.001) return FMRES_HANDLED }
public fw_SetModel(entity, model[]) { if(!pev_valid(entity)) return FMRES_IGNORED static szClassName[33] pev(entity, pev_classname, szClassName, charsmax(szClassName)) if(!equal(szClassName, "weaponbox")) return FMRES_IGNORED static id id = pev(entity, pev_owner) if(equal(model, DEFAULT_W_MODEL)) { static weapon weapon = fm_find_ent_by_owner(-1, weapon_salamander, entity) if(!pev_valid(weapon)) return FMRES_IGNORED if(g_had_salamander[id]) { set_pev(weapon, pev_impulse, WEAPON_SECRET_CODE) engfunc(EngFunc_SetModel, entity, WeaponModel[MODEL_W]) remove_salamnader(id) return FMRES_SUPERCEDE } }
return FMRES_IGNORED }
public fw_PlaybackEvent(flags, invoker, eventid, Float:delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iParam1, iParam2, bParam1, bParam2) { if(!is_user_connected(invoker) || !is_user_alive(invoker)) return FMRES_IGNORED if(get_user_weapon(invoker) != CSW_SALAMANDER || !g_had_salamander[invoker]) return FMRES_IGNORED if(eventid == g_weapon_event) { playback_event(flags | FEV_HOSTONLY, invoker, eventid, delay, origin, angles, fparam1, fparam2, iParam1, iParam2, bParam1, bParam2)
set_weapon_anim(invoker, SALAMANDER_ANIM_SHOOT_BEGIN) /* if(get_gametime() - 0.1 > FireSound_Delay[invoker]) { emit_sound(invoker, CHAN_WEAPON, WeaponSound[random_num(0, 1)], 1.0, ATTN_NORM, 0, PITCH_NORM) FireSound_Delay[invoker] = get_gametime() }*/ return FMRES_SUPERCEDE } return FMRES_HANDLED }
public fw_CmdStart(id, uc_handle, seed) { if(!is_user_connected(id) || !is_user_alive(id)) return FMRES_IGNORED if(get_user_weapon(id) != CSW_SALAMANDER || !g_had_salamander[id]) return FMRES_IGNORED static PressedButton PressedButton = get_uc(uc_handle, UC_Buttons) if(!(PressedButton & IN_ATTACK)) { if((pev(id, pev_oldbuttons) & IN_ATTACK) && pev(id, pev_weaponanim) == SALAMANDER_ANIM_SHOOT_BEGIN) { static weapon; weapon = fm_get_user_weapon_entity(id, CSW_SALAMANDER) if(pev_valid(weapon)) set_pdata_float(weapon, 48, 2.0, 4) set_weapon_anim(id, SALAMANDER_ANIM_SHOOT_END) make_fire_smoke(id) } } return FMRES_HANDLED }
public fw_Spawn_Post(id) { remove_salamnader(id) }
public fw_AddToPlayer_Post(ent, id) { if(!pev_valid(ent)) return HAM_IGNORED if(pev(ent, pev_impulse) == WEAPON_SECRET_CODE) { remove_salamnader(id) g_had_salamander[id] = 1 } message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("WeaponList"), _, id) write_string(g_had_salamander[id] == 1 ? "weapon_flamethrower" : "weapon_m249") write_byte(3) write_byte(200) write_byte(-1) write_byte(-1) write_byte(0) write_byte(4) write_byte(CSW_SALAMANDER) write_byte(0) message_end() return HAM_HANDLED }
public fw_TraceAttack(Ent, Attacker, Float:Damage, Float:Dir[3], ptr, DamageType) { if(!is_user_alive(Attacker)) return HAM_IGNORED if(get_user_weapon(Attacker) != CSW_SALAMANDER || !g_had_salamander[Attacker]) return HAM_IGNORED static Float:Origin[3], Float:TargetOrigin[3] //get_tr2(ptr, TR_vecEndPos, TargetOrigin) get_position(Attacker, WEAPON_ATTACH_F, WEAPON_ATTACH_R, WEAPON_ATTACH_U + 10.0, Origin) get_position(Attacker, WEAPON_ATTACH_F * 100.0, WEAPON_ATTACH_R, WEAPON_ATTACH_U + 10.0, TargetOrigin) create_fire(Attacker, Origin, TargetOrigin, FIRE_SPEED) return HAM_SUPERCEDE }
public fw_Weapon_PrimaryAttack(ent) { static id; id = pev(ent, pev_owner) pev(id, pev_punchangle, g_PunchAngles[id]) return HAM_IGNORED }
public fw_Weapon_PrimaryAttack_Post(ent) { static id; id = pev(ent,pev_owner)
if(get_user_weapon(id) == CSW_SALAMANDER && g_had_salamander[id]) { static Float:push[3] pev(id, pev_punchangle, push) xs_vec_sub(push, g_PunchAngles[id], push) xs_vec_mul_scalar(push, RECOIL, push) xs_vec_add(push, g_PunchAngles[id], push) set_pev(id, pev_punchangle, push) } return HAM_IGNORED }
public create_fake_attack(id) { static weapon weapon = fm_find_ent_by_owner(-1, "weapon_knife", id) if(pev_valid(weapon)) ExecuteHamB(Ham_Weapon_PrimaryAttack, weapon) }
public create_fire(id, Float:Origin[3], Float:TargetOrigin[3], Float:Speed) { new iEnt = create_entity("env_sprite") static Float:vfAngle[3], Float:MyOrigin[3], Float:Velocity[3] pev(id, pev_angles, vfAngle) pev(id, pev_origin, MyOrigin) vfAngle[2] = float(random(18) * 20)
// set info for ent set_pev(iEnt, pev_movetype, MOVETYPE_FLY) set_pev(iEnt, pev_rendermode, kRenderTransAdd) set_pev(iEnt, pev_renderamt, 250.0) set_pev(iEnt, pev_fuser1, get_gametime() + 1.0) // time remove set_pev(iEnt, pev_scale, 0.5) set_pev(iEnt, pev_nextthink, get_gametime() + 0.05) entity_set_string(iEnt, EV_SZ_classname, FIRE_CLASSNAME) engfunc(EngFunc_SetModel, iEnt, WeaponResource[0]) set_pev(iEnt, pev_mins, Float:{-1.0, -1.0, -1.0}) set_pev(iEnt, pev_maxs, Float:{1.0, 1.0, 1.0}) set_pev(iEnt, pev_origin, Origin) set_pev(iEnt, pev_gravity, 0.01) set_pev(iEnt, pev_angles, vfAngle) set_pev(iEnt, pev_solid, SOLID_TRIGGER) set_pev(iEnt, pev_owner, id) set_pev(iEnt, pev_frame, 0.0) set_pev(iEnt, pev_iuser2, get_user_team(id))
get_speed_vector(Origin, TargetOrigin, Speed, Velocity) set_pev(iEnt, pev_velocity, Velocity) emit_sound(iEnt, CHAN_BODY, WeaponSound[random_num(0, 1)], 1.0, ATTN_NORM, 0, PITCH_NORM) }
public fw_Fire_Think(iEnt) { if(!pev_valid(iEnt)) return new Float:fFrame, Float:fScale, Float:fNextThink pev(iEnt, pev_frame, fFrame) pev(iEnt, pev_scale, fScale)
// effect exp new iMoveType = pev(iEnt, pev_movetype) if (iMoveType == MOVETYPE_NONE) { fNextThink = 0.015 fFrame += 1.0 fScale = floatmax(fScale, 1.75) if (fFrame > 21.0) { engfunc(EngFunc_RemoveEntity, iEnt) return } } // effect normal else { fNextThink = 0.045 fFrame += 1.0 fFrame = floatmin(21.0, fFrame) fScale += 0.2 fScale = floatmin(fScale, 1.75) }
set_pev(iEnt, pev_frame, fFrame) set_pev(iEnt, pev_scale, fScale) set_pev(iEnt, pev_nextthink, get_gametime() + fNextThink) // time remove static Float:fTimeRemove pev(iEnt, pev_fuser1, fTimeRemove) if (get_gametime() >= fTimeRemove) { engfunc(EngFunc_RemoveEntity, iEnt) return; } }
public fw_Fire_Touch(ent, id) { if(!pev_valid(ent)) return if(pev_valid(id)) { static Classname[32] pev(id, pev_classname, Classname, sizeof(Classname)) if(equal(Classname, FIRE_CLASSNAME)) return else if(is_user_alive(id)) { static EntTeam; EntTeam = pev(ent, pev_iuser2) if(get_user_team(id) != EntTeam) { do_attack(pev(ent, pev_owner), id, 0, float(DAMAGE)) Make_FireBurn(id) } } } set_pev(ent, pev_movetype, MOVETYPE_NONE) set_pev(ent, pev_solid, SOLID_NOT) }
public make_fire_smoke(id) { static Float:Origin[3] get_position(id, WEAPON_ATTACH_F, WEAPON_ATTACH_R, WEAPON_ATTACH_U, Origin) message_begin(MSG_BROADCAST, SVC_TEMPENTITY) write_byte(TE_EXPLOSION) engfunc(EngFunc_WriteCoord, Origin[0]) engfunc(EngFunc_WriteCoord, Origin[1]) engfunc(EngFunc_WriteCoord, Origin[2]) write_short(g_smokepuff_id) write_byte(5) write_byte(30) write_byte(14) message_end() }
public Make_FireBurn(id) { static Ent; Ent = fm_find_ent_by_owner(-1, FIREBURN_CLASSNAME, id) if(!pev_valid(Ent)) { new iEnt = create_entity("env_sprite") static Float:MyOrigin[3] pev(id, pev_origin, MyOrigin) // set info for ent set_pev(iEnt, pev_movetype, MOVETYPE_FLY) set_pev(iEnt, pev_rendermode, kRenderTransAdd) set_pev(iEnt, pev_renderamt, 250.0) set_pev(iEnt, pev_fuser1, get_gametime() + 5.0) // time remove set_pev(iEnt, pev_scale, 1.0) set_pev(iEnt, pev_nextthink, get_gametime() + 0.5) entity_set_string(iEnt, EV_SZ_classname, FIREBURN_CLASSNAME) engfunc(EngFunc_SetModel, iEnt, WeaponResource[1]) set_pev(iEnt, pev_origin, MyOrigin) set_pev(iEnt, pev_owner, id) set_pev(iEnt, pev_aiment, id) set_pev(iEnt, pev_frame, 0.0) } }
public fw_FireBurn_Think(iEnt) { if(!pev_valid(iEnt)) return static Float:fFrame pev(iEnt, pev_frame, fFrame)
// effect exp fFrame += 1.0 if(fFrame > 15.0) fFrame = 0.0
set_pev(iEnt, pev_frame, fFrame) set_pev(iEnt, pev_nextthink, get_gametime() + 0.05) static id id = pev(iEnt, pev_owner) if(get_gametime() - BURN_LOOP > pev(iEnt, pev_fuser2)) { ExecuteHam(Ham_TakeDamage, id, 0, id, 0.0, DMG_BURN) if((get_user_health(id) - BURN_DAMAGE) > 0) set_user_health(id, get_user_health(id) - BURN_DAMAGE) else user_kill(id) set_pev(iEnt, pev_fuser2, get_gametime()) } // time remove static Float:fTimeRemove pev(iEnt, pev_fuser1, fTimeRemove) if (get_gametime() >= fTimeRemove) { engfunc(EngFunc_RemoveEntity, iEnt) return; } }
do_attack(Attacker, Victim, Inflictor, Float:fDamage) { fake_player_trace_attack(Attacker, Victim, fDamage) fake_take_damage(Attacker, Victim, fDamage, Inflictor) }
fake_player_trace_attack(iAttacker, iVictim, &Float:fDamage) { // get fDirection new Float:fAngles[3], Float:fDirection[3] pev(iAttacker, pev_angles, fAngles) angle_vector(fAngles, ANGLEVECTOR_FORWARD, fDirection) // get fStart new Float:fStart[3], Float:fViewOfs[3] pev(iAttacker, pev_origin, fStart) pev(iAttacker, pev_view_ofs, fViewOfs) xs_vec_add(fViewOfs, fStart, fStart) // get aimOrigin new iAimOrigin[3], Float:fAimOrigin[3] get_user_origin(iAttacker, iAimOrigin, 3) IVecFVec(iAimOrigin, fAimOrigin) // TraceLine from fStart to AimOrigin new ptr = create_tr2() engfunc(EngFunc_TraceLine, fStart, fAimOrigin, DONT_IGNORE_MONSTERS, iAttacker, ptr) new pHit = get_tr2(ptr, TR_pHit) new iHitgroup = get_tr2(ptr, TR_iHitgroup) new Float:fEndPos[3] get_tr2(ptr, TR_vecEndPos, fEndPos)
// get target & body at aiming new iTarget, iBody get_user_aiming(iAttacker, iTarget, iBody) // if aiming find target is iVictim then update iHitgroup if (iTarget == iVictim) { iHitgroup = iBody } // if ptr find target not is iVictim else if (pHit != iVictim) { // get AimOrigin in iVictim new Float:fVicOrigin[3], Float:fVicViewOfs[3], Float:fAimInVictim[3] pev(iVictim, pev_origin, fVicOrigin) pev(iVictim, pev_view_ofs, fVicViewOfs) xs_vec_add(fVicViewOfs, fVicOrigin, fAimInVictim) fAimInVictim[2] = fStart[2] fAimInVictim[2] += get_distance_f(fStart, fAimInVictim) * floattan( fAngles[0] * 2.0, degrees ) // check aim in size of iVictim new iAngleToVictim = get_angle_to_target(iAttacker, fVicOrigin) iAngleToVictim = abs(iAngleToVictim) new Float:fDis = 2.0 * get_distance_f(fStart, fAimInVictim) * floatsin( float(iAngleToVictim) * 0.5, degrees ) new Float:fVicSize[3] pev(iVictim, pev_size , fVicSize) if ( fDis <= fVicSize[0] * 0.5 ) { // TraceLine from fStart to aimOrigin in iVictim new ptr2 = create_tr2() engfunc(EngFunc_TraceLine, fStart, fAimInVictim, DONT_IGNORE_MONSTERS, iAttacker, ptr2) new pHit2 = get_tr2(ptr2, TR_pHit) new iHitgroup2 = get_tr2(ptr2, TR_iHitgroup) // if ptr2 find target is iVictim if ( pHit2 == iVictim && (iHitgroup2 != HIT_HEAD || fDis <= fVicSize[0] * 0.25) ) { pHit = iVictim iHitgroup = iHitgroup2 get_tr2(ptr2, TR_vecEndPos, fEndPos) } free_tr2(ptr2) } // if pHit still not is iVictim then set default HitGroup if (pHit != iVictim) { // set default iHitgroup iHitgroup = HIT_GENERIC new ptr3 = create_tr2() engfunc(EngFunc_TraceLine, fStart, fVicOrigin, DONT_IGNORE_MONSTERS, iAttacker, ptr3) get_tr2(ptr3, TR_vecEndPos, fEndPos) // free ptr3 free_tr2(ptr3) } } // set new Hit & Hitgroup & EndPos set_tr2(ptr, TR_pHit, iVictim) set_tr2(ptr, TR_iHitgroup, iHitgroup) set_tr2(ptr, TR_vecEndPos, fEndPos) // hitgroup multi fDamage new Float:fMultifDamage switch(iHitgroup) { case HIT_HEAD: fMultifDamage = 4.0 case HIT_STOMACH: fMultifDamage = 1.25 case HIT_LEFTLEG: fMultifDamage = 0.75 case HIT_RIGHTLEG: fMultifDamage = 0.75 default: fMultifDamage = 1.0 } fDamage *= fMultifDamage // ExecuteHam fake_trake_attack(iAttacker, iVictim, fDamage, fDirection, ptr) // free ptr free_tr2(ptr) }
stock fake_trake_attack(iAttacker, iVictim, Float:fDamage, Float:fDirection[3], iTraceHandle, iDamageBit = (DMG_NEVERGIB | DMG_BULLET)) { ExecuteHam(Ham_TraceAttack, iVictim, iAttacker, fDamage, fDirection, iTraceHandle, iDamageBit) }
stock fake_take_damage(iAttacker, iVictim, Float:fDamage, iInflictor, iDamageBit = (DMG_NEVERGIB | DMG_BULLET)) { ExecuteHam(Ham_TakeDamage, iVictim, iInflictor, iAttacker, fDamage, iDamageBit) }
stock get_angle_to_target(id, const Float:fTarget[3], Float:TargetSize = 0.0) { new Float:fOrigin[3], iAimOrigin[3], Float:fAimOrigin[3], Float:fV1[3] pev(id, pev_origin, fOrigin) get_user_origin(id, iAimOrigin, 3) // end position from eyes IVecFVec(iAimOrigin, fAimOrigin) xs_vec_sub(fAimOrigin, fOrigin, fV1) new Float:fV2[3] xs_vec_sub(fTarget, fOrigin, fV2) new iResult = get_angle_between_vectors(fV1, fV2) if (TargetSize > 0.0) { new Float:fTan = TargetSize / get_distance_f(fOrigin, fTarget) new fAngleToTargetSize = floatround( floatatan(fTan, degrees) ) iResult -= (iResult > 0) ? fAngleToTargetSize : -fAngleToTargetSize } return iResult }
stock get_angle_between_vectors(const Float:fV1[3], const Float:fV2[3]) { new Float:fA1[3], Float:fA2[3] engfunc(EngFunc_VecToAngles, fV1, fA1) engfunc(EngFunc_VecToAngles, fV2, fA2) new iResult = floatround(fA1[1] - fA2[1]) iResult = iResult % 360 iResult = (iResult > 180) ? (iResult - 360) : iResult return iResult }
stock set_weapon_anim(id, anim) { if(!is_user_alive(id) || pev(id, pev_weaponanim) == anim) return set_pev(id, pev_weaponanim, anim) message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, {0, 0, 0}, id) write_byte(anim) write_byte(pev(id, pev_body)) message_end() }
stock drop_weapons(id, dropwhat) { static weapons[32], num, i, weaponid num = 0 get_user_weapons(id, weapons, num) const PRIMARY_WEAPONS_BIT_SUM = (1<<CSW_SCOUT)|(1<<CSW_XM1014)|(1<<CSW_MAC10)|(1<<CSW_MAC10)|(1<<CSW_UMP45)|(1<<CSW_SG550)|(1<<CSW_MAC10)|(1<<CSW_FAMAS)|(1<<CSW_AWP)|(1<<CSW_MP5NAVY)|(1<<CSW_M249)|(1<<CSW_M3)|(1<<CSW_M4A1)|(1<<CSW_TMP)|(1<<CSW_G3SG1)|(1<<CSW_SG552)|(1<<CSW_AK47)|(1<<CSW_P90) for (i = 0; i < num; i++) { weaponid = weapons[i] if (dropwhat == 1 && ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM)) { static wname[32] get_weaponname(weaponid, wname, sizeof wname - 1) engclient_cmd(id, "drop", wname) } } }
stock set_player_nextattack(player, weapon_id, Float:NextTime) { const m_flNextPrimaryAttack = 46 const m_flNextSecondaryAttack = 47 const m_flTimeWeaponIdle = 48 const m_flNextAttack = 83 static weapon weapon = fm_get_user_weapon_entity(player, weapon_id) set_pdata_float(player, m_flNextAttack, NextTime, 5) if(pev_valid(weapon)) { set_pdata_float(weapon, m_flNextPrimaryAttack , NextTime, 4) set_pdata_float(weapon, m_flNextSecondaryAttack, NextTime, 4) set_pdata_float(weapon, m_flTimeWeaponIdle, NextTime, 4) } }
stock get_position(id,Float:forw, Float:right, Float:up, Float:vStart[]) { new Float:vOrigin[3], Float:vAngle[3], Float:vForward[3], Float:vRight[3], Float:vUp[3] pev(id, pev_origin, vOrigin) pev(id, pev_view_ofs,vUp) //for player xs_vec_add(vOrigin,vUp,vOrigin) pev(id, pev_v_angle, vAngle) // if normal entity ,use pev_angles angle_vector(vAngle,ANGLEVECTOR_FORWARD,vForward) //or use EngFunc_AngleVectors angle_vector(vAngle,ANGLEVECTOR_RIGHT,vRight) angle_vector(vAngle,ANGLEVECTOR_UP,vUp) vStart[0] = vOrigin[0] + vForward[0] * forw + vRight[0] * right + vUp[0] * up vStart[1] = vOrigin[1] + vForward[1] * forw + vRight[1] * right + vUp[1] * up vStart[2] = vOrigin[2] + vForward[2] * forw + vRight[2] * right + vUp[2] * up }
stock get_speed_vector(const Float:origin1[3],const Float:origin2[3],Float:speed, Float:new_velocity[3]) { new_velocity[0] = origin2[0] - origin1[0] new_velocity[1] = origin2[1] - origin1[1] new_velocity[2] = origin2[2] - origin1[2] new Float:num = floatsqroot(speed*speed / (new_velocity[0]*new_velocity[0] + new_velocity[1]*new_velocity[1] + new_velocity[2]*new_velocity[2])) new_velocity[0] *= num new_velocity[1] *= num new_velocity[2] *= num return 1; } /* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE *{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1033\\ f0\\ fs16 \n\\ par } */
i'm not found Ham_killed
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