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Realistic FlashBang


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snowworks
New Member
Join Date: Nov 2013
Old 11-07-2013 , 23:01   Re: Realistic FlashBang
Reply With Quote #51

I know this is an old thread, but maybe someone can say & write, how can i remove sounds from this plugin completly?
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bLacK-bLooD
AlliedModders Donor
Join Date: Jun 2008
Old 11-08-2013 , 10:15   Re: Realistic FlashBang
Reply With Quote #52

Quote:
Originally Posted by snowworks View Post
I know this is an old thread, but maybe someone can say & write, how can i remove sounds from this plugin completly?
PHP Code:
#include <amxmodx>
#include <fakemeta>

new const Version[] = "1.0.1"

new MsgScreenFadeMsgScreenShake 
new FLenableFLcolorFLradiusFLlightcolor

public plugin_init()
{
    
register_plugin("Realistic FlashBang"Version"GlaDiuS")
    
    
FLenable register_cvar("amx_rfl_enable""1")
    
FLcolor register_cvar("amx_rfl_color""128 128 128")
    
FLradius register_cvar("amx_rfl_radius","50")
    
FLlightcolor register_cvar("amx_rfl_lightcolor","255 255 255")
    
    
register_event("ScreenFade","FlashEvent","b","4=255","5=255","6=255","7>199")
    
    
MsgScreenFade get_user_msgid("ScreenFade")
    
MsgScreenShake get_user_msgid("ScreenShake");
}

public 
FlashEvent(id)
{    
    if(!
get_pcvar_num(FLenable)) 
        return
    
    
// get color
    
new Colores[12], rgb[3][4], RedGreenBlue
    get_pcvar_string
(FLcolorColorescharsmax(Colores))
    
parse(Coloresrgb[0], 3rgb[1], 3rgb[2], 3)
    
Red clamp(str_to_num(rgb[0]), 0255)
    
Green clamp(str_to_num(rgb[1]), 0255)
    
Blue clamp(str_to_num(rgb[2]), 0255)
    
    new 
DurationHoldTimeFadeAlpha
    Duration 
read_data(1)
    
HoldTime read_data(2)
    
Fade read_data(3)
    
Alpha read_data(7)
    
    
message_begin(MSG_ONEMsgScreenFade, {0,0,0}, id)
    
write_short(Duration)    // Duration
    
write_short(HoldTime)    // Hold time
    
write_short(Fade)    // Fade type
    
write_byte(Red)        // Red
    
write_byte(Green)        // Green
    
write_byte(Blue)        // Blue
    
write_byte(Alpha)    // Alpha
    
message_end()
    
    
set_pev(idpev_punchangleFloat:{125.0125.0125.0})
    
    
set_task(3.0"Shake"id)
}

public 
Shake(id)
{
    new 
Dura UTIL_FixedUnsigned16(4.0<< 12)
    new 
Freq UTIL_FixedUnsigned16(0.7 << 8)
    new 
Ampl UTIL_FixedUnsigned16(20.0<< 12)
    
    
message_begin(MSG_ONE MsgScreenShake , {0,0,0} ,id)
    
write_shortAmpl // --| Shake amount.
    
write_shortDura // --| Shake lasts this long.
    
write_shortFreq // --| Shake noise frequency.
    
message_end ()
}

public 
flashbang_explode(greindex)
{
    if(!
pev_valid(greindex)) 
        return
    
    
// get origin of explosion
    
new Float:origin[3]
    
pev(greindexpev_originorigin)
    
    
// get color
    
new Colores[12], rgb[3][4], RedGreenBlue
    get_pcvar_string
(FLlightcolorColorescharsmax(Colores))
    
parse(Coloresrgb[0], 3rgb[1], 3rgb[2], 3)
    
Red clamp(str_to_num(rgb[0]), 0255)
    
Green clamp(str_to_num(rgb[1]), 0255)
    
Blue clamp(str_to_num(rgb[2]), 0255)
    
    
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
    
write_byte(TE_DLIGHT// 27
    
write_coord(floatround(origin[0])) // x
    
write_coord(floatround(origin[1])) // y
    
write_coord(floatround(origin[2])) // z
    
write_byte(get_pcvar_num(FLradius)) // radius
    
write_byte(Red// Red
    
write_byte(Green// Green
    
write_byte(Blue// Blue
    
write_byte(8// life
    
write_byte(60// decay rate
    
message_end()
}

UTIL_FixedUnsigned16 ( const Float:Value, const Scale ) {
    return 
clampfloatroundValue Scale ), 00xFFFF );

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SoulWeaver16
Senior Member
Join Date: May 2021
Location: Uruguay
Old 06-04-2021 , 10:25   Re: Realistic FlashBang
Reply With Quote #53

command to disable the effect?
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nG_getwreck
Senior Member
Join Date: Oct 2020
Location: Philippines from South K
Old 06-06-2021 , 11:46   Re: Realistic FlashBang
Reply With Quote #54

Quote:
Originally Posted by SoulWeaver16 View Post
command to disable the effect?
Are you going to reply in every old thread here? please re-read the first post, the command that you were finding is there.
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