Senior Member
Join Date: Oct 2020
Location: Philippines from South K
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01-25-2021
, 06:09
Invalid Entity
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#1
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Hello, I have problem with this plugin. I got errors when this knife stuck at heads zombie.
Without Debug:
PHP Code:
[FAKEMETA] Invalid entity [AMXX] Run time error 10 (plugin "guillotine.amxx") (native "engfunc") - debug not enabled! [AMXX] To enable debug mode, add "debug" after the plugin name in plugins.ini (without quotes).
With debug:
PHP Code:
[AMXX] Displaying debug trace (plugin "guillotine.amxx", version "1.3") [AMXX] Run time error 10: native error (native "engfunc") [AMXX] [0] guillotine.sma::fm_addtofullpack_post (line 384) [FAKEMETA] Invalid entity
I don't know why this occurs.
Line 365 - 387:
PHP Code:
public fm_addtofullpack_post(es, e, user, host, host_flags, player, p_set) { if(!player) return FMRES_IGNORED if(!is_user_connected(host) || !is_user_alive(user)) return FMRES_IGNORED if(!zp_get_user_zombie(user) || headshot_korban[user] != 1) return FMRES_IGNORED if(host == user) return FMRES_IGNORED new Float:PlayerOrigin[3]//, Float:anglesss[3] pev(user, pev_origin, PlayerOrigin) PlayerOrigin[2] += 25.0 engfunc(EngFunc_SetOrigin, guillotine_korban[user], PlayerOrigin) return FMRES_HANDLED }
Full plugin:
PHP Code:
#include <amxmodx> #include <engine> #include <fakemeta> #include <fakemeta_util> #include <hamsandwich> #include <cstrike> #include <fun> #include <amxmisc> #include <zombieplague> #include <crxknives>
#define CSW_BDRIPPER CSW_KNIFE #define weapon_guillotine "weapon_mac10" #define old_event "events/mac10.sc" #define old_w_model "models/w_mac10.mdl" #define WEAPON_SECRETCODE 1329419
const pev_catchedspeed = pev_iuser4 #define DEFAULT_AMMO 10 #define DAMAGE 100 #define BDRIP_CLASSNAME "Blood Dripper" #define WEAPON_ANIMEXT "knife"
#define Get_Ent_Data(%1,%2) get_pdata_int(%1,%2,4) #define Set_Ent_Data(%1,%2,%3) set_pdata_int(%1,%2,%3,4)
new const ATTRIBUTE_BONUS_XP[] = "GUILLOTINE"
const PDATA_SAFE = 2 const OFFSET_LINUX_WEAPONS = 4 const OFFSET_WEAPONOWNER = 41 const m_flNextAttack = 83 const m_szAnimExtention = 492
new const v_model[] = "models/sgze/v_guillotine.mdl" new const p_model[] = "models/sgze/p_guillotine.mdl" new const w_model[] = "models/sgze/w_guillotine.mdl" new const KNIFE_MODEL[] = "models/sgze/guillotine_projectile.mdl" new const PECAH_MODEL[] = "models/gibs_guilotine.mdl" new const hit_wall[] = "weapons/janus9_stone1.wav" new const hit_wall2[] = "weapons/janus9_stone2.wav" new const weapon_sound[6][] = { "weapons/guillotine_catch2.wav", "weapons/guillotine_draw.wav", "weapons/guillotine_draw_empty.wav", "weapons/guillotine_explode.wav", "weapons/guillotine_red.wav", "weapons/guillotine-1.wav" }
new const WeaponResource[3][] = { "sprites/sgze/weapon_guillotine.txt", "sprites/sgze/640hud120.spr", "sprites/sgze/guillotine_lost.spr" }
enum { ANIM_IDLE = 0, ANIM_IDLE_EMPTY, ANIM_SHOOT, ANIM_DRAW, ANIM_DRAW_EMPTY, ANIM_IDLE_SHOOT, ANIM_IDLE_SHOOT2, ANIM_CATCH, ANIM_LOST }
new g_MsgDeathMsg, g_endround
new g_had_guillotine[33], g_guillotine_ammo[33], shoot_mode[33], shoot_ent_mode[33], g_pecah, headshot_mode[33], ent_sentuh[33], ent_sentuh_balik[33] new g_old_weapon[33], g_smokepuff_id, m_iBlood[2], guillotine_korban[33], headshot_korban[33], gmsgScoreInfo
const PRIMARY_WEAPONS_BIT_SUM = (1<<CSW_SCOUT)|(1<<CSW_XM1014)|(1<<CSW_MAC10)|(1<<CSW_AUG)|(1<<CSW_UMP45)|(1<<CSW_SG550)|(1<<CSW_GALIL)|(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)
public plugin_init() { register_plugin("Blood-Dripper", "1.0", "m4m3ts/EDIT: Aesthetic") // Added OciXCrom models support register_forward(FM_CmdStart, "fw_CmdStart") register_forward(FM_SetModel, "fw_SetModel") register_think(BDRIP_CLASSNAME, "fw_Think") register_touch(BDRIP_CLASSNAME, "*", "fw_touch") register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1) register_forward(FM_TraceLine, "fw_traceline", 1) register_forward(FM_AddToFullPack, "fm_addtofullpack_post", 1) RegisterHam(Ham_Weapon_WeaponIdle, weapon_guillotine, "fw_guillotineidleanim", 1) RegisterHam(Ham_Killed, "player", "fw_PlayerKilled") RegisterHam(Ham_Item_AddToPlayer, weapon_guillotine, "fw_AddToPlayer_Post", 1) register_event("CurWeapon", "Event_CurWeapon", "be", "1=1") register_clcmd("weapon_guillotine", "hook_weapon") g_MsgDeathMsg = get_user_msgid("DeathMsg") gmsgScoreInfo = get_user_msgid("ScoreInfo") g_endround = 1 }
public crxknives_knife_updated(id, iKnife, bool:bOnConnect) { if(bOnConnect) { g_had_guillotine[id] = false }
crxknives_get_attribute_int(id, ATTRIBUTE_BONUS_XP, g_had_guillotine[id]) }
public plugin_precache() { precache_model(v_model) precache_model(p_model) precache_model(w_model) precache_model(KNIFE_MODEL) g_pecah = precache_model(PECAH_MODEL) precache_sound(hit_wall) precache_sound(hit_wall2) for(new i = 0; i < sizeof(weapon_sound); i++) precache_sound(weapon_sound[i]) for(new i = 1; i < sizeof(WeaponResource); i++) precache_model(WeaponResource[i]) g_smokepuff_id = engfunc(EngFunc_PrecacheModel, WeaponResource[2]) m_iBlood[0] = precache_model("sprites/blood.spr") m_iBlood[1] = precache_model("sprites/bloodspray.spr") }
public zp_user_infected_post(id) { remove_guillotine(id) }
public zp_round_started() g_endround = 0 public zp_round_ended() g_endround = 1
public fw_PlayerKilled(id) { remove_guillotine(id) }
public hook_weapon(id) { engclient_cmd(id, weapon_guillotine) return }
public get_guillotine(id) { if(!is_user_alive(id)) return
drop_weapons(id, 1) g_had_guillotine[id] = 1 g_guillotine_ammo[id] = DEFAULT_AMMO give_item(id, weapon_guillotine) update_ammo(id) }
public remove_guillotine(id) { g_had_guillotine[id] = 0 static Ent; Ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target")) ancur(Ent) }
public refill_guillotine(id) { if(g_had_guillotine[id]) g_guillotine_ammo[id] = 15 if(get_user_weapon(id) == CSW_BDRIPPER && g_had_guillotine[id]) update_ammo(id) } public fw_UpdateClientData_Post(id, sendweapons, cd_handle) { if(!is_user_alive(id) || !is_user_connected(id)) return FMRES_IGNORED if(get_user_weapon(id) == CSW_BDRIPPER && g_had_guillotine[id]) set_cd(cd_handle, CD_flNextAttack, get_gametime() + 0.001) return FMRES_HANDLED }
public message_DeathMsg(msg_id, msg_dest, id) { static szTruncatedWeapon[33], iAttacker, iVictim get_msg_arg_string(4, szTruncatedWeapon, charsmax(szTruncatedWeapon)) iAttacker = get_msg_arg_int(1) iVictim = get_msg_arg_int(2) if(!is_user_connected(iAttacker) || iAttacker == iVictim) return PLUGIN_CONTINUE if(get_user_weapon(iAttacker) == CSW_BDRIPPER) { if(g_had_guillotine[iAttacker]) set_msg_arg_string(4, "knife") } return PLUGIN_CONTINUE }
public fw_TraceAttack_Sg(Victim, Attacker, Float:Damage, Float:Direction[3], TraceHandle, DamageBit, ptr) { return HAM_IGNORED }
public Event_CurWeapon(id) { if(!is_user_alive(id)) return if(get_user_weapon(id) == CSW_BDRIPPER && g_had_guillotine[id]) { set_pev(id, pev_viewmodel2, v_model) set_pev(id, pev_weaponmodel2, p_model) set_pdata_string(id, m_szAnimExtention * 4, WEAPON_ANIMEXT, -1 , 20) if(g_old_weapon[id] != CSW_BDRIPPER && g_guillotine_ammo[id] >= 1) set_weapon_anim(id, ANIM_DRAW) if(g_old_weapon[id] != CSW_BDRIPPER && g_guillotine_ammo[id] == 0 && headshot_mode[id] == 0) set_weapon_anim(id, ANIM_DRAW_EMPTY) if(g_old_weapon[id] != CSW_BDRIPPER && g_guillotine_ammo[id] == 0) set_weapon_anim(id, ANIM_DRAW_EMPTY) update_ammo(id) } g_old_weapon[id] = get_user_weapon(id) }
public fw_guillotineidleanim(Weapon) { new id = get_pdata_cbase(Weapon, 41, 4)
if(!is_user_alive(id) || zp_get_user_zombie(id) || !g_had_guillotine[id] || get_user_weapon(id) != CSW_BDRIPPER) return HAM_IGNORED; if(shoot_mode[id] == 0 && g_guillotine_ammo[id] >= 1) return HAM_SUPERCEDE; if(headshot_mode[id] == 0 && shoot_mode[id] == 1 && get_pdata_float(Weapon, 48, 4) <= 0.25) { set_weapon_anim(id, ANIM_IDLE_SHOOT) set_pdata_float(Weapon, 48, 20.0, 4) return HAM_SUPERCEDE; } if(headshot_mode[id] == 1 && shoot_mode[id] == 1 && get_pdata_float(Weapon, 48, 4) <= 0.25) { set_weapon_anim(id, ANIM_IDLE_SHOOT2) set_pdata_float(Weapon, 48, 20.0, 4) return HAM_SUPERCEDE; } if(g_guillotine_ammo[id] == 0 && get_pdata_float(Weapon, 48, 4) <= 0.25) { set_weapon_anim(id, ANIM_IDLE_EMPTY) set_pdata_float(Weapon, 48, 20.0, 4) return HAM_SUPERCEDE; }
return HAM_IGNORED; }
public fw_CmdStart(id, uc_handle, seed) { if(!is_user_alive(id) || !is_user_connected(id)) return if(get_user_weapon(id) != CSW_BDRIPPER || !g_had_guillotine[id]) return static ent; ent = fm_get_user_weapon_entity(id, CSW_BDRIPPER) if(get_pdata_float(ent, 46, OFFSET_LINUX_WEAPONS) > 0.0 || get_pdata_float(ent, 47, OFFSET_LINUX_WEAPONS) > 0.0) return static CurButton CurButton = get_uc(uc_handle, UC_Buttons) if(CurButton & IN_ATTACK) { CurButton &= ~IN_ATTACK set_uc(uc_handle, UC_Buttons, CurButton)
if(shoot_mode[id] == 0 && get_pdata_float(id, 83, 5) <= 0.0) { shoot_mode[id] = 1 FireKnife(id) set_weapon_anim(id, ANIM_SHOOT) emit_sound(id, CHAN_WEAPON, weapon_sound[5], 1.0, ATTN_NORM, 0, PITCH_NORM) set_weapons_timeidle(id, CSW_BDRIPPER, 0.7) set_player_nextattackx(id, 0.7) } } }
public FireKnife(id) { static Float:StartOrigin[3], Float:velocity[3], Float:angles[3], Float:anglestrue[3], Float:jarak_max[3] get_position(id, 2.0, 0.0, 0.0, StartOrigin) get_position(id, 700.0, 0.0, 0.0, jarak_max) pev(id,pev_v_angle,angles) static Ent; Ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target")) if(!pev_valid(Ent)) return anglestrue[0] = 360.0 - angles[0] anglestrue[1] = angles[1] anglestrue[2] = angles[2] // Set info for ent set_pev(Ent, pev_movetype, MOVETYPE_FLY) set_pev(Ent, pev_owner, id) set_pev(Ent, pev_iuser1, id) set_pev(Ent, pev_fuser1, get_gametime() + 4.0) set_pev(Ent, pev_nextthink, halflife_time() + 0.01) entity_set_string(Ent, EV_SZ_classname, BDRIP_CLASSNAME) engfunc(EngFunc_SetModel, Ent, KNIFE_MODEL) set_pev(Ent, pev_mins, Float:{-1.0, -1.0, -1.0}) set_pev(Ent, pev_maxs, Float:{1.0, 1.0, 1.0}) set_pev(Ent, pev_origin, StartOrigin) set_pev(Ent, pev_angles, anglestrue) set_pev(Ent, pev_gravity, 0.01) set_pev(Ent, pev_solid, SOLID_BBOX) set_pev(Ent, pev_frame, 1.0) set_pev(Ent, pev_framerate, 30.0) set_pev(Ent, pev_sequence, 0) set_pev(Ent, pev_catchedspeed, 1100) velocity_by_aim(id, 1400, velocity) set_pev(Ent, pev_velocity, velocity) set_pev(Ent, pev_vuser1, velocity) set_pev(Ent, pev_vuser2, jarak_max) shoot_ent_mode[id] = 0 set_pev(Ent, pev_iuser4, 0) ent_sentuh[id] = 1 ent_sentuh_balik[id] = 0 }
public fm_addtofullpack_post(es, e, user, host, host_flags, player, p_set) { if(!player) return FMRES_IGNORED if(!is_user_connected(host) || !is_user_alive(user)) return FMRES_IGNORED if(!zp_get_user_zombie(user) || headshot_korban[user] != 1) return FMRES_IGNORED if(host == user) return FMRES_IGNORED new Float:PlayerOrigin[3]//, Float:anglesss[3] pev(user, pev_origin, PlayerOrigin) PlayerOrigin[2] += 25.0 engfunc(EngFunc_SetOrigin, guillotine_korban[user], PlayerOrigin) return FMRES_HANDLED }
public fw_Think(Ent) { if(!pev_valid(Ent)) return static Float:pulang[3], Float:StartOriginz[3], pemilix, Float:brangkat[3], Float:jarak_max[3], Float:origin_asli[3], korban pemilix = pev(Ent, pev_iuser1) pev(Ent, pev_origin, StartOriginz) korban = pev(Ent, pev_iuser2) if(headshot_korban[korban] == 1) { action_thanatos(Ent, korban, pemilix) if(get_gametime() - 0.2 > pev(Ent, pev_fuser3)) { Damage_guillotine(Ent, korban) } } if(ent_sentuh_balik[pemilix] == 0 && shoot_ent_mode[pemilix] == 1) { ent_sentuh_balik[pemilix] = 1 pev(pemilix, pev_origin, origin_asli) origin_asli[2] += 0.1 } if(ent_sentuh[pemilix] == 1) { ent_sentuh[pemilix] = 0 pev(Ent, pev_vuser2, jarak_max) pev(Ent, pev_vuser1, brangkat) get_speed_vector(StartOriginz, origin_asli, 1400.0, pulang) if(shoot_ent_mode[pemilix] == 1) { set_pev(Ent, pev_velocity, pulang) } else set_pev(Ent, pev_velocity, brangkat) } if(shoot_ent_mode[pemilix] == 0 && get_distance_f(StartOriginz, jarak_max) <= 10.0) { shoot_ent_mode[pemilix] = 1 ent_sentuh[pemilix] = 1 set_pev(Ent, pev_owner, 0) } if(shoot_ent_mode[pemilix] == 1 && get_distance_f(StartOriginz, origin_asli) <= 40.0) { if(is_user_alive(pemilix) && is_user_connected(pemilix) && get_user_weapon(pemilix) == CSW_BDRIPPER && g_had_guillotine[pemilix]) balik(Ent) else ancur(Ent) } else if(headshot_korban[korban] == 1) set_pev(Ent, pev_nextthink, get_gametime() + 0.2) else set_pev(Ent, pev_nextthink, halflife_time() + 0.001) }
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] static Float:num; 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; }
stock hook_ent(victim, attacker, Float:speed) { if(!pev_valid(victim) || !pev_valid(attacker)) return static Float:fl_Velocity[3] static Float:EntOrigin[3], Float:VicOrigin[3] pev(victim, pev_origin, EntOrigin) pev(attacker, pev_origin, VicOrigin) static Float:distance_f distance_f = get_distance_f(EntOrigin, VicOrigin) if (distance_f > 60.0) { new Float:fl_Time = distance_f / speed fl_Velocity[0] = (VicOrigin[0] - EntOrigin[0]) / fl_Time fl_Velocity[1] = (VicOrigin[1] - EntOrigin[1]) / fl_Time fl_Velocity[2] = (VicOrigin[2] - EntOrigin[2]) / fl_Time } else { fl_Velocity[0] = 0.0 fl_Velocity[1] = 0.0 fl_Velocity[2] = 0.0 } entity_set_vector(victim, EV_VEC_velocity, fl_Velocity) }
stock hook_ent2(ent, Float:VicOrigin[3], Float:speed, type) { static Float:fl_Velocity[3] static Float:EntOrigin[3] static Float:EntVelocity[3] pev(ent, pev_velocity, EntVelocity) pev(ent, pev_origin, EntOrigin) static Float:distance_f distance_f = get_distance_f(EntOrigin, VicOrigin) static Float:fl_Time; fl_Time = distance_f / speed if(type == 1) { fl_Velocity[0] = ((VicOrigin[0] - EntOrigin[0]) / fl_Time) * 1.5 fl_Velocity[1] = ((VicOrigin[1] - EntOrigin[1]) / fl_Time) fl_Velocity[2] = (VicOrigin[2] - EntOrigin[2]) / fl_Time } else if(type == 2) { fl_Velocity[0] = ((EntOrigin[0] - VicOrigin[0]) / fl_Time) * 1.5 fl_Velocity[1] = ((EntOrigin[1] - VicOrigin[1]) / fl_Time) fl_Velocity[2] = (EntOrigin[2] - VicOrigin[2]) / fl_Time } xs_vec_add(EntVelocity, fl_Velocity, fl_Velocity) set_pev(ent, pev_velocity, fl_Velocity) }
public fw_touch(Ent, Id) { // If ent is valid if(!pev_valid(Ent)) return if(pev(Ent, pev_movetype) == MOVETYPE_NONE) return static classnameptd[32] pev(Id, pev_classname, classnameptd, 31) if (equali(classnameptd, "func_breakable")) ExecuteHamB( Ham_TakeDamage, Id, 0, 0, 80.0, DMG_GENERIC ) // Get it's origin new Float:originF[3], pemilix pemilix = pev(Ent, pev_iuser1) pev(Ent, pev_origin, originF) // Alive... if(is_user_alive(Id) && zp_get_user_zombie(Id)) { Damage_guillotine(Ent, Id) set_pev(Ent, pev_owner, Id) ent_sentuh[pemilix] = 1 create_blood(originF) create_blood(originF) } else if(shoot_ent_mode[pemilix] == 1 && Id == pemilix) { if(is_user_alive(pemilix) && is_user_connected(pemilix) && get_user_weapon(pemilix) == CSW_BDRIPPER && g_had_guillotine[pemilix]) balik(Ent) else ancur(Ent) } else if(is_user_alive(Id) && !zp_get_user_zombie(Id)) { set_pev(Ent, pev_owner, Id) ent_sentuh[pemilix] = 1 } else { set_pev(Ent, pev_owner, 0)
if(shoot_ent_mode[pemilix] == 0) { shoot_ent_mode[pemilix] = 1 engfunc(EngFunc_EmitSound, Ent, CHAN_WEAPON, hit_wall, 1.0, ATTN_STATIC, 0, PITCH_NORM) ent_sentuh[pemilix] = 1 } else ancur(Ent) } }
public ancur(Ent) { if(!pev_valid(Ent)) return static Float:origin2[3], pemilix, Float:origin3[3] pemilix = pev(Ent, pev_iuser1) entity_get_vector(Ent, EV_VEC_origin, origin2) pev(Ent, pev_origin, origin3) engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, origin2, 0) write_byte(TE_BREAKMODEL) engfunc(EngFunc_WriteCoord, origin2[0]) engfunc(EngFunc_WriteCoord, origin2[1]) engfunc(EngFunc_WriteCoord, origin2[2]) engfunc(EngFunc_WriteCoord, 25) engfunc(EngFunc_WriteCoord, 25) engfunc(EngFunc_WriteCoord, 25) engfunc(EngFunc_WriteCoord, random_num(-25, 25)) engfunc(EngFunc_WriteCoord, random_num(-25, 25)) engfunc(EngFunc_WriteCoord, 5) write_byte(5) write_short(g_pecah) write_byte(10) write_byte(17) write_byte(0x00) message_end() engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, origin2, 0) write_byte(TE_BREAKMODEL) engfunc(EngFunc_WriteCoord, origin2[0]) engfunc(EngFunc_WriteCoord, origin2[1]) engfunc(EngFunc_WriteCoord, origin2[2]) engfunc(EngFunc_WriteCoord, 25) engfunc(EngFunc_WriteCoord, 25) engfunc(EngFunc_WriteCoord, 25) engfunc(EngFunc_WriteCoord, random_num(-25, 25)) engfunc(EngFunc_WriteCoord, random_num(-25, 25)) engfunc(EngFunc_WriteCoord, 5) write_byte(5) write_short(g_pecah) write_byte(10) write_byte(17) write_byte(0x00) message_end() //fake_smokes(origin3) engfunc(EngFunc_EmitSound, Ent, CHAN_WEAPON, hit_wall2, 1.0, ATTN_STATIC, 0, PITCH_NORM) shoot_mode[pemilix] = 0 remove_entity(Ent) if(!is_user_alive(pemilix) || !is_user_connected(pemilix) || get_user_weapon(pemilix) != CSW_BDRIPPER || !g_had_guillotine[pemilix]) return set_weapon_anim(pemilix, ANIM_LOST) set_weapons_timeidle(pemilix, CSW_BDRIPPER, 2.5) set_player_nextattackx(pemilix, 2.5) set_task(1.3, "reload2", pemilix) set_task(1.4, "reload", pemilix) }
public geri_tepme2(Owner, Id) { static Float:StartOrigin[3], Float:TargetOrigin[3] get_position(Owner, 0.0, 0.0, 0.0, StartOrigin) static Float:Velocity[3] fm_get_aim_origin(Owner, TargetOrigin) get_speed_vector(StartOrigin, TargetOrigin, 2000.0, Velocity) set_pev(Id, pev_velocity, Velocity) }
public action_thanatos(Ent, victim, id) { if(!pev_valid(Ent)) return if(headshot_mode[id] == 1) { set_task(0.01, "action_thanatos", Ent) } }
public reload(id) { if(!is_user_alive(id) || !is_user_connected(id) || get_user_weapon(id) != CSW_BDRIPPER || !g_had_guillotine[id] || g_guillotine_ammo[id] == 0) return set_weapon_anim(id, ANIM_DRAW) }
public reload2(id) { if(!is_user_alive(id) || !is_user_connected(id) || get_user_weapon(id) != CSW_BDRIPPER || !g_had_guillotine[id] || g_guillotine_ammo[id] == 0) return set_weapon_anim(id, ANIM_IDLE_SHOOT2) }
public balik(Ent) { if(!pev_valid(Ent)) return static id id = pev(Ent, pev_iuser1) set_weapons_timeidle(id, CSW_BDRIPPER, 1.0) set_player_nextattackx(id, 1.0) shoot_mode[id] = 0 g_guillotine_ammo[id]++ update_ammo(id) set_weapon_anim(id, ANIM_CATCH) emit_sound(id, CHAN_WEAPON, weapon_sound[0], 1.0, ATTN_NORM, 0, PITCH_NORM) remove_entity(Ent) }
/*new Float:g_fDamageMulti[] = { 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6, 1.7, 1.8, 1.9, 2.0, 2.1, 2.2, 2.3 }*/
public geri_tepme(Owner, Id) { static Float:StartOrigin[3], Float:TargetOrigin[3] get_position(Owner, 0.0, 0.0, 0.0, StartOrigin) static Float:Velocity[3] fm_get_aim_origin(Owner, TargetOrigin) get_speed_vector(StartOrigin, TargetOrigin, 2000.0, Velocity) set_pev(Id, pev_velocity, Velocity) }
public Damage_guillotine(Ent, Id) { static Owner; Owner = pev(Ent, pev_iuser1) static Attacker; if(!is_user_alive(Owner)) { Attacker = 0 return } else Attacker = Owner if(g_endround) return
new bool:bIsHeadShot; // never make that one static new Float:flAdjustedDamage, bool:death switch( Get_MissileWeaponHitGroup(Ent) ) { case HIT_GENERIC: flAdjustedDamage = DAMAGE * 1.0 case HIT_STOMACH: flAdjustedDamage = DAMAGE * 1.2 case HIT_LEFTLEG, HIT_RIGHTLEG: flAdjustedDamage = DAMAGE * 1.0 case HIT_LEFTARM, HIT_RIGHTARM: flAdjustedDamage = DAMAGE * 1.0 case HIT_HEAD, HIT_CHEST: { flAdjustedDamage = DAMAGE * 3.0 bIsHeadShot = true if(headshot_mode[Owner] == 0) set_task(2.0, "balik_bro", Ent+1858941 ) headshot_mode[Owner] = 1 headshot_korban[Id] = 1 guillotine_korban[Id] = Ent set_pev(Ent, pev_iuser2, Id) fakedamage(Id, "Guillotine", 1.0, 256) set_pev(Ent, pev_renderamt, 255) set_pev(Ent, pev_solid, SOLID_NOT) set_pev(Ent, pev_fuser3, 0.0) } } if(pev(Id, pev_health) <= flAdjustedDamage) death = true if(is_user_alive(Id)) { if( bIsHeadShot && death) { if(task_exists( Ent+1858941 )) remove_task( Ent + 1858941 ) set_pev(Ent, pev_sequence, 0) headshot_korban[pev(Ent, pev_iuser2)] = 0 headshot_mode[Owner] = 0 shoot_ent_mode[Owner] = 1 ent_sentuh[Owner] = 1 ent_sentuh_balik[Owner] = 0 set_pev(Ent, pev_solid, SOLID_BBOX) set_pev(Ent, pev_nextthink, halflife_time() + 0.01) kill(Attacker, Id, 1) death = false } if(death) { kill(Attacker, Id, 0) death = false } else ExecuteHamB(Ham_TakeDamage, Id, Ent, Attacker, flAdjustedDamage, DMG_BULLET) } }
stock turn_to_target(ent, Float:Ent_Origin[3], target, Float:Vic_Origin[3]) { if(target) { new Float:newAngle[3] entity_get_vector(ent, EV_VEC_angles, newAngle) new Float:x = Vic_Origin[0] - Ent_Origin[0] new Float:z = Vic_Origin[1] - Ent_Origin[1] new Float:radians = floatatan(z/x, radian) newAngle[1] = radians * (180 / 3.14) if (Vic_Origin[0] < Ent_Origin[0]) newAngle[1] -= 180.0 entity_set_vector(ent, EV_VEC_angles, newAngle) } }
public balik_bro(Ent) { Ent -= 1858941 if(!pev_valid(Ent)) return static pemilix; pemilix = pev(Ent, pev_iuser1) set_pev(Ent, pev_sequence, 0) headshot_korban[pev(Ent, pev_iuser2)] = 0 headshot_mode[pemilix] = 0 shoot_ent_mode[pemilix] = 1 ent_sentuh[pemilix] = 1 ent_sentuh_balik[pemilix] = 0 set_pev(Ent, pev_solid, SOLID_BBOX) set_pev(Ent, pev_nextthink, halflife_time() + 0.01) }
public fw_SetModel(entity, model[]) { if(!pev_valid(entity)) return FMRES_IGNORED static Classname[64] pev(entity, pev_classname, Classname, sizeof(Classname)) if(!equal(Classname, "weaponbox")) return FMRES_IGNORED static id id = pev(entity, pev_owner) if(equal(model, old_w_model)) { static weapon weapon = fm_get_user_weapon_entity(entity, CSW_BDRIPPER) if(!pev_valid(weapon)) return FMRES_IGNORED if(g_had_guillotine[id]) { set_pev(weapon, pev_impulse, WEAPON_SECRETCODE) set_pev(weapon, pev_iuser4, g_guillotine_ammo[id]) engfunc(EngFunc_SetModel, entity, w_model) g_had_guillotine[id] = 0 g_guillotine_ammo[id] = 0 return FMRES_SUPERCEDE } }
return FMRES_IGNORED; }
public fw_AddToPlayer_Post(ent, id) { if(pev(ent, pev_impulse) == WEAPON_SECRETCODE) { g_had_guillotine[id] = 1 g_guillotine_ammo[id] = pev(ent, pev_iuser4) set_pev(ent, pev_impulse, 0) } }
public update_ammo(id) { if(!is_user_alive(id)) return
static weapon_ent; weapon_ent = fm_get_user_weapon_entity(id, CSW_BDRIPPER) if(!pev_valid(weapon_ent)) return cs_set_weapon_ammo(weapon_ent, g_guillotine_ammo[id]) engfunc(EngFunc_MessageBegin, MSG_ONE_UNRELIABLE, get_user_msgid("CurWeapon"), {0, 0, 0}, id) write_byte(1) write_byte(CSW_BDRIPPER) write_byte(-1) message_end() message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("AmmoX"), _, id) write_byte(1) write_byte(g_guillotine_ammo[id]) message_end() }
public fw_traceline(Float:v1[3],Float:v2[3],noMonsters,id,ptr) { if(!is_user_alive(id)) return HAM_IGNORED if(get_user_weapon(id) != CSW_BDRIPPER || !g_had_guillotine[id]) return HAM_IGNORED
// get crosshair aim static Float:aim[3]; get_aim(id,v1,aim); // do another trace to this spot new trace = create_tr2(); engfunc(EngFunc_TraceLine,v1,aim,noMonsters,id,trace); // copy ints set_tr2(ptr,TR_AllSolid,get_tr2(trace,TR_AllSolid)); set_tr2(ptr,TR_StartSolid,get_tr2(trace,TR_StartSolid)); set_tr2(ptr,TR_InOpen,get_tr2(trace,TR_InOpen)); set_tr2(ptr,TR_InWater,get_tr2(trace,TR_InWater)); set_tr2(ptr,TR_pHit,get_tr2(trace,TR_pHit)); set_tr2(ptr,TR_iHitgroup,get_tr2(trace,TR_iHitgroup));
// copy floats get_tr2(trace,TR_flFraction,aim[0]); set_tr2(ptr,TR_flFraction,aim[0]); get_tr2(trace,TR_flPlaneDist,aim[0]); set_tr2(ptr,TR_flPlaneDist,aim[0]); // copy vecs get_tr2(trace,TR_vecEndPos,aim); set_tr2(ptr,TR_vecEndPos,aim); get_tr2(trace,TR_vecPlaneNormal,aim); set_tr2(ptr,TR_vecPlaneNormal,aim);
// get rid of new trace free_tr2(trace);
return FMRES_IGNORED; }
get_aim(id,Float:source[3],Float:ret[3]) { static Float:vAngle[3], Float:pAngle[3], Float:dir[3], Float:temp[3];
// get aiming direction from forward global based on view angle and punch angle pev(id,pev_v_angle,vAngle); pev(id,pev_punchangle,pAngle); xs_vec_add(vAngle,pAngle,temp); engfunc(EngFunc_MakeVectors,temp); global_get(glb_v_forward,dir); /* vecEnd = vecSrc + vecDir * flDistance; */ xs_vec_mul_scalar(dir,8192.0,temp); xs_vec_add(source,temp,ret); }
public fake_smokes(Float:Origin[3]) { static TE_FLAG TE_FLAG |= TE_EXPLFLAG_NODLIGHTS TE_FLAG |= TE_EXPLFLAG_NOSOUND TE_FLAG |= TE_EXPLFLAG_NOPARTICLES engfunc(EngFunc_MessageBegin, MSG_PAS, SVC_TEMPENTITY, Origin, 0) 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(6) write_byte(25) write_byte(TE_FLAG) message_end() }
stock set_weapon_anim(id, anim) { if(!is_user_alive(id)) 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 kill(k, v, headshot) { set_user_frags(k, get_user_frags(k) + 1) set_msg_block(g_MsgDeathMsg,BLOCK_ONCE) set_msg_block(gmsgScoreInfo,BLOCK_ONCE) user_kill(v,1) new kteam = get_user_team(k); new kfrags = get_user_frags(k); new kdeaths = get_user_deaths(k); emessage_begin(MSG_ALL, gmsgScoreInfo); ewrite_byte(k); ewrite_short(kfrags); ewrite_short(kdeaths); ewrite_short(0); ewrite_short(kteam); emessage_end(); emessage_begin(MSG_BROADCAST, g_MsgDeathMsg) ewrite_byte(k) ewrite_byte(v) ewrite_byte(headshot) ewrite_string("Blood Dripper") emessage_end() }
stock create_blood(const Float:origin[3]) { // Show some blood :) message_begin(MSG_BROADCAST, SVC_TEMPENTITY) write_byte(TE_BLOODSPRITE) engfunc(EngFunc_WriteCoord, origin[0]) engfunc(EngFunc_WriteCoord, origin[1]) engfunc(EngFunc_WriteCoord, origin[2]) write_short(m_iBlood[1]) write_short(m_iBlood[0]) write_byte(75) write_byte(8) message_end() message_begin(MSG_BROADCAST, SVC_TEMPENTITY) write_byte(TE_BLOODSPRITE) engfunc(EngFunc_WriteCoord, origin[0]) engfunc(EngFunc_WriteCoord, origin[1]) engfunc(EngFunc_WriteCoord, origin[2]) write_short(m_iBlood[1]) write_short(m_iBlood[0]) write_byte(75) write_byte(12) message_end() }
stock drop_weapons(id, dropwhat) { static weapons[32], num, i, weaponid num = 0 get_user_weapons(id, weapons, num) 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 Get_MissileWeaponHitGroup( iEnt ) { new Float:flStart[ 3 ], Float:flEnd[ 3 ]; pev( iEnt, pev_origin, flStart ); pev( iEnt, pev_velocity, flEnd ); xs_vec_add( flStart, flEnd, flEnd ); new ptr = create_tr2(); engfunc( EngFunc_TraceLine, flStart, flEnd, 0, iEnt, ptr ); new iHitGroup, Owner, nOhead, head Owner = pev(iEnt, pev_iuser1) nOhead = get_tr2( ptr, TR_iHitgroup ) head = set_tr2( ptr, TR_iHitgroup, HIT_HEAD ) iHitGroup = headshot_mode[Owner] ? head : nOhead free_tr2( ptr ); return iHitGroup; }
stock get_position(id,Float:forw, Float:right, Float:up, Float:vStart[]) { static 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 set_weapons_timeidle(id, WeaponId ,Float:TimeIdle) { if(!is_user_alive(id)) return static entwpn; entwpn = fm_get_user_weapon_entity(id, WeaponId) if(!pev_valid(entwpn)) return set_pdata_float(entwpn, 48, TimeIdle + 0.2, OFFSET_LINUX_WEAPONS) }
stock set_player_nextattackx(id, Float:nexttime) { if(!is_user_alive(id)) return set_pdata_float(id, m_flNextAttack, nexttime, 5) }
EDIT: I know this plugin is buggy, but I can't find fixed version of this. And also I can't simply remove this.
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Last edited by nG_getwreck; 01-25-2021 at 06:17.
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