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Fall Movement


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Plugin Info:     Modification:   ALL        Category:   Admin Commands        Approver:   Exolent[jNr] (178)
Paulster1022
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Join Date: Apr 2006
Old 12-10-2008 , 23:44   Fall Movement
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Description:
When a player falls, their movement decreases for an amount of time. Their screen will also take a fade effect for that given time.

Cvars:
fm_damage(default:25) = If the damage the player receives from falling is greater than or equal too the value, then this plugin will take effect.
fm_length(default:5) = Seconds a player has before recovery.(DO not make this cvar exceed 10 seconds, it will glitch the movement.)

Modules:
Fakemeta
Hamsandwich

Credits:
Connorr

Updates:
0.1 - First release
0.2 - New method with pev_fuser2(thanks connorr), optimized coding, and added new cvar.
0.3 - Fixed glitch with breaking out of movement with jump.
0.4 - Optimized code
0.5 - Added heartbeat sound with more optimization
0.6 - Fixed heartbeat sound bug
Attached Files
File Type: sma Get Plugin or Get Source (Fall_Movement.sma - 1853 views - 2.5 KB)

Last edited by Paulster1022; 12-15-2008 at 21:52.
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ConnorMcLeod
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Location: France (95)
Old 12-11-2008 , 01:07   Re: Fall Movement
Reply With Quote #2

May be set a high value to pev_fuser2 would have the same effect and then you wouldn't have to use a task, hook CurWeapon, set speed etc...
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mando127
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Join Date: Dec 2006
Location: virginia
Old 12-11-2008 , 11:53   Re: Fall Movement
Reply With Quote #3

good plugin im using it as a new kind of parachute the one i was using needed a skin this one yet not a parachute will work fine GJ.
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Paulster1022
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Join Date: Apr 2006
Old 12-11-2008 , 16:05   Re: Fall Movement
Reply With Quote #4

Think i might of made the final update, might add more to it.

Last edited by Paulster1022; 12-11-2008 at 21:28.
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Old 12-12-2008, 15:32
Paulster1022
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Paulster1022
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Join Date: Apr 2006
Old 12-12-2008 , 17:17   Re: Fall Movement
Reply With Quote #5

Ill see if this plugin becomes approved or not
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ConnorMcLeod
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Old 12-13-2008 , 02:38   Re: Fall Movement
Reply With Quote #6

pev(id, pev_fuser2) >= 1000.0

pev_fuser2 is a float.
For all pev that are not integers, you have to do this way :

new Float:flFuser2
pev(id, pev_fuser2, flFuser2)
if( flUser2 >= 1000.0 )

Also, i think you could optimize a bit doing something like this :
PHP Code:
public TakeDamage(ididinflictoridattackerFloat:damagedamagebits)
{
    if( (
damagebits DMG_FALL) || damage get_pcvar_float(fm_damage))
        return

    new 
length SECONDS_TO_SCREENFADE_UNITS(get_pcvar_num(fm_length))

    
message_begin(MSG_ONE_UNRELIABLEgmsgScreenFade_id
    
write_short(length)
    
write_short(length)
    
write_short(1<<1
    
write_byte(50
    
write_byte(50
    
write_byte(50
    
write_byte(250
    
message_end()

    
// lenght has already been multiplied by 4096
    // so divide it by 4 makes basically previous * 1000
    
set_pev(idpev_fuser20.25 length)

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benamo6
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Old 12-13-2008 , 11:04   Re: Fall Movement
Reply With Quote #7

well i tried it and it look poor so i added hud message and a nice sound from hl
maybe you could add this things to the plugin and change sound for a screem or wathever u want.

Code:
#include <amxmodx>
#include <fakemeta>
#include <hamsandwich>
 
#define DMG_FALL (1<<5)
#define SECONDS_TO_SCREENFADE_UNITS(%1) floatround(float((1<<12)) * (%1))

new fm_length, fm_damage, shade
public plugin_init() 
{
    register_plugin("Fall Movement","0.3","Quick-Gun")

    /* Ham Sandwich Register */
    RegisterHam(Ham_TakeDamage, "player", "fwd_TakeDamage")
    RegisterHam(Ham_Player_Jump, "player", "Player_Jump")

    /* Cvars */
    fm_length = register_cvar("fm_length", "2")
    fm_damage = register_cvar("fm_damage", "50")
    precache_sound("player/pl_die1.wav");  // precached the sound

    /* Message */
    shade = get_user_msgid("ScreenFade")
}

// ================ Take Damage Event ======================================
public fwd_TakeDamage(id, idinflictor, idattacker, Float:damage, damagebits)
{
    if( (is_user_alive(id)) && (damagebits & DMG_FALL) )
    {
    if(damage >= get_pcvar_float(fm_damage))
    {
        emit_sound(id, CHAN_BODY, "player/pl_die1.wav", 1.0, ATTN_NORM , 0, PITCH_NORM); // emit sound when hit the ground
        set_hudmessage(255, 255, 255, -1.0, -1.0, 0, 1.0, 3.0); // set hudmessage on midle of screen
        show_hudmessage(id, "You are hurt!") 
        message_begin(MSG_ONE,shade,{0,0,0},id) 
           write_short(SECONDS_TO_SCREENFADE_UNITS(get_pcvar_num(fm_length) - 2))
            write_short(SECONDS_TO_SCREENFADE_UNITS(get_pcvar_num(fm_length) - 2))
        write_short(1<<1) 
        write_byte(50) 
        write_byte(50) 
        write_byte(50) 
        write_byte(250) 
        message_end()
        set_pev(id, pev_fuser2, get_pcvar_float(fm_length) * 1000.0)
    }
     }
}

// ============ Player Jump ============================
public Player_Jump(id)
{
    //Blocks jump when player has fallen movement
    if(is_user_alive(id))
    {
        if(pev(id, pev_fuser2) >= 1000.0)
        {
            static iOldButtons;
            iOldButtons = pev(id, pev_oldbuttons);
            if( !(iOldButtons & IN_JUMP) )
            {
                set_pev(id, pev_oldbuttons, iOldButtons | IN_JUMP);
            }
        }
    }
}
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ConnorMcLeod
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Old 12-13-2008 , 13:16   Re: Fall Movement
Reply With Quote #8

I don't like the idea of a hudmessage.
Also, to be sure that the damage has been done, you should post-register the forward.
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Arkshine
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Join Date: Oct 2005
Old 12-13-2008 , 13:43   Re: Fall Movement
Reply With Quote #9

FYI, no need to define DMG_FALL, it's already done in hlsdk_const
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ConnorMcLeod
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Old 12-13-2008 , 16:05   Re: Fall Movement
Reply With Quote #10

Quote:
Originally Posted by arkshine View Post
FYI, no need to define DMG_FALL, it's already done in hlsdk_const
Only if you include fakemeta because it includes hlsdk_const
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