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Can someone edit Frostnades[2.14] by Avalanche


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di49c
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Join Date: Sep 2020
Old 11-23-2020 , 13:19   Can someone edit Frostnades[2.14] by Avalanche
Reply With Quote #1

Can someone please edit this plugin so that the players cannot attack while they're frozen and they keep their old trajectory/velocity after being unfrozen instead of just stopping in place and/or falling?

PHP Code:
#include <amxmodx>
#include <cstrike>
#include <fakemeta>
#include <fun>
#include <hamsandwich>

new const VERSION[] = "2.14";

#define message_begin_fl(%1,%2,%3,%4) engfunc(EngFunc_MessageBegin, %1, %2, %3, %4)
#define write_coord_fl(%1) engfunc(EngFunc_WriteCoord, %1)

#define m_pPlayer            41
#define m_pActiveItem        373
#define m_flFlashedUntil    514
#define m_flFlashHoldTime    517
#define OFFSET_WEAPON_CSWID    43
#define Ham_Player_ResetMaxSpeed Ham_Item_PreFrame

#define MAX_WEAPONS        32
#define AMMO_FLASHBANG        11
#define AMMO_HEGRENADE        12
#define AMMO_SMOKEGRENADE    13
#define DMG_GRENADE        (1<<24) // thanks arkshine
#define FFADE_IN            0x0000 // just here so we don't pass 0 into the function
#define BREAK_GLASS        0x01
#define STATUS_HIDE        0
#define STATUS_SHOW        1
#define STATUS_FLASH        2

#define GLOW_AMOUNT        1.0
#define FROST_RADIUS        240.0

#define NT_FLASHBANG        (1<<0) // 1; CSW:25
#define NT_HEGRENADE        (1<<1) // 2; CSW:4
#define NT_SMOKEGRENADE        (1<<2) // 4; CSW:9

new const GRENADE_NAMES[][] = {
    
"weapon_hegrenade",
    
"weapon_flashbang",
    
"weapon_smokegrenade"
};

#define ICON_HASNADE        1
#define ICON_ISCHILLED        2

#define TASK_REMOVE_CHILL    100
#define TASK_REMOVE_FREEZE    200

new const MODEL_FROZEN[]    = "models/pi_shrub.mdl";
new const 
MODEL_GLASSGIBS[]    = "models/glassgibs.mdl";

new const 
SOUND_EXPLODE[]    = "x/x_shoot1.wav";
new const 
SOUND_FROZEN[]    = "debris/glass1.wav";
new const 
SOUND_UNFROZEN[]    = "debris/glass3.wav";
new const 
SOUND_CHILLED[]    = "player/pl_duct2.wav";
new const 
SOUND_PICKUP[]    = "items/gunpickup2.wav";

new const 
SPRITE_TRAIL[]    = "sprites/laserbeam.spr";
new const 
SPRITE_SMOKE[]    = "sprites/steam1.spr";
new const 
SPRITE_EXPLO[]    = "sprites/shockwave.spr";

new 
pcv_enabledpcv_overridepcv_nadetypespcv_teamspcv_pricepcv_limitpcv_buyzonepcv_colorpcv_icon,
        
pcv_by_radiuspcv_hitselfpcv_lospcv_maxdamagepcv_mindamagepcv_chill_maxchancepcv_chill_minchance,
        
pcv_chill_durationpcv_chill_variancepcv_chill_speedpcv_freeze_maxchancepcv_freeze_minchance,
        
pcv_freeze_durationpcv_freeze_variance;

new 
maxPlayersgmsgScreenFadegmsgStatusIcongmsgBlinkAcctgmsgAmmoPickupgmsgTextMsg,
        
gmsgWeapPickupglassGibstrailSprsmokeSprexploSprmp_friendlyfireczerobot_quotaczBotHamsfmFwdPPT,
        
fnFwdPlayerChilledfnFwdPlayerFrozenbool:roundRestarting;

new 
isChilled[33], isFrozen[33], frostKilled[33], novaDisplay[33], Float:glowColor[33][3], Float:oldGravity[33], oldRenderFx[33],
        
Float:oldRenderColor[33][3], oldRenderMode[33], Float:oldRenderAmt[33], hasFrostNade[33], nadesBought[33];

public 
plugin_init()
{
    
register_plugin("FrostNades",VERSION,"Avalanche");
    
register_cvar("fn_version",VERSION,FCVAR_SERVER);

    
pcv_enabled register_cvar("fn_enabled","1");
    
pcv_override register_cvar("fn_override","1");
    
pcv_nadetypes register_cvar("fn_nadetypes","4"); // NT_SMOKEGRENADE
    
pcv_teams register_cvar("fn_teams","3");
    
pcv_price register_cvar("fn_price","300");
    
pcv_icon register_cvar("fn_icon","1");
    
pcv_limit register_cvar("fn_limit","0");
    
pcv_buyzone register_cvar("fn_buyzone","1");
    
pcv_color register_cvar("fn_color","0 206 209");

    
pcv_by_radius register_cvar("fn_by_radius","0.0");
    
pcv_hitself register_cvar("fn_hitself","1");
    
pcv_los register_cvar("fn_los","1");
    
pcv_maxdamage register_cvar("fn_maxdamage","20.0");
    
pcv_mindamage register_cvar("fn_mindamage","1.0");
    
pcv_chill_maxchance register_cvar("fn_chill_maxchance","100.0");
    
pcv_chill_minchance register_cvar("fn_chill_minchance","100.0");
    
pcv_chill_duration register_cvar("fn_chill_duration","7.0");
    
pcv_chill_variance register_cvar("fn_chill_variance","1.0");
    
pcv_chill_speed register_cvar("fn_chill_speed","60.0");
    
pcv_freeze_maxchance register_cvar("fn_freeze_maxchance","110.0");
    
pcv_freeze_minchance register_cvar("fn_freeze_minchance","40.0");
    
pcv_freeze_duration register_cvar("fn_freeze_duration","4.0");
    
pcv_freeze_variance register_cvar("fn_freeze_variance","0.5");
    
    
mp_friendlyfire get_cvar_pointer("mp_friendlyfire");
    
    new 
mod[6];
    
get_modname(mod,5);
    if(
equal(mod,"czero"))
    {
        
czero 1;
        
bot_quota get_cvar_pointer("bot_quota");
    }
    
    
maxPlayers get_maxplayers();
    
gmsgScreenFade get_user_msgid("ScreenFade");
    
gmsgStatusIcon get_user_msgid("StatusIcon");
    
gmsgBlinkAcct get_user_msgid("BlinkAcct");
    
gmsgAmmoPickup get_user_msgid("AmmoPickup");
    
gmsgWeapPickup get_user_msgid("WeapPickup");
    
gmsgTextMsg get_user_msgid("TextMsg");

    
register_forward(FM_SetModel,"fw_setmodel",1);
    
register_message(get_user_msgid("DeathMsg"),"msg_deathmsg");
    
    
register_event("ResetHUD""event_resethud""b");
    
register_event("TextMsg""event_round_restart""a""2=#Game_Commencing""2=#Game_will_restart_in");
    
register_event("HLTV""event_new_round""a""1=0""2=0");

    
RegisterHam(Ham_Spawn,"player","ham_player_spawn",1);
    
RegisterHam(Ham_Killed,"player","ham_player_killed",1);
    
RegisterHam(Ham_Player_ResetMaxSpeed,"player","ham_player_resetmaxspeed",1);
    
RegisterHam(Ham_Think,"grenade","ham_grenade_think",0);
    
RegisterHam(Ham_Use"player_weaponstrip""ham_player_weaponstrip_use"1);
    
    for(new 
i=0i<sizeof GRENADE_NAMESi++)
    {
        
RegisterHam(Ham_Item_DeployGRENADE_NAMES[i], "ham_grenade_deploy"1);
        
RegisterHam(Ham_Item_HolsterGRENADE_NAMES[i], "ham_grenade_holster"1);
        
RegisterHam(Ham_Item_AddToPlayerGRENADE_NAMES[i], "ham_grenade_addtoplayer"1);
        
RegisterHam(Ham_Item_AddDuplicateGRENADE_NAMES[i], "ham_grenade_addduplicate"1);
    }
    
    
register_clcmd("say /fn","buy_frostnade");
    
register_clcmd("say_team /fn","buy_frostnade");
    
register_clcmd("say /frostnade","buy_frostnade");
    
register_clcmd("say_team /frostnade","buy_frostnade");
    
    
fnFwdPlayerChilled CreateMultiForward("frostnades_player_chilled"ET_STOPFP_CELLFP_CELL);
    
fnFwdPlayerFrozen  CreateMultiForward("frostnades_player_frozen",  ET_STOPFP_CELLFP_CELL);
}

public 
plugin_end()
{
    
DestroyForward(fnFwdPlayerChilled);
    
DestroyForward(fnFwdPlayerFrozen);
}

public 
plugin_precache()
{
    
precache_model(MODEL_FROZEN);
    
glassGibs precache_model(MODEL_GLASSGIBS);

    
precache_sound(SOUND_EXPLODE); // grenade explodes
    
precache_sound(SOUND_FROZEN); // player is frozen
    
precache_sound(SOUND_UNFROZEN); // frozen wears off
    
precache_sound(SOUND_CHILLED); // player is chilled
    
precache_sound(SOUND_PICKUP); // player buys frostnade

    
trailSpr precache_model(SPRITE_TRAIL);
    
smokeSpr precache_model(SPRITE_SMOKE);
    
exploSpr precache_model(SPRITE_EXPLO);
}

public 
client_putinserver(id)
{
    
isChilled[id] = 0;
    
isFrozen[id] = 0;
    
frostKilled[id] = 0;
    
novaDisplay[id] = 0;
    
hasFrostNade[id] = 0;
    
    if(
czero && !czBotHams && is_user_bot(id) && get_pcvar_num(bot_quota) > 0)
        
set_task(0.1,"czbot_hook_ham",id);
}

public 
client_disconnect(id)
{
    if(
isChilled[id]) task_remove_chill(TASK_REMOVE_CHILL+id);
    if(
isFrozen[id]) task_remove_freeze(TASK_REMOVE_FREEZE+id);
}

// registering a ham hook for "player" won't register it for CZ bots,
// for some reason. so we have to register it by entity. 
public czbot_hook_ham(id)
{
    if(!
czBotHams && is_user_connected(id) && is_user_bot(id) && get_pcvar_num(bot_quota) > 0)
    {
        
RegisterHamFromEntity(Ham_Spawn,id,"ham_player_spawn",1);
        
RegisterHamFromEntity(Ham_Killed,id,"ham_player_killed",1);
        
RegisterHamFromEntity(Ham_Player_ResetMaxSpeed,id,"ham_player_resetmaxspeed",1);
        
czBotHams 1;
    }
}

// intercept server log messages to replace grenade kills with frostgrenade kills
public plugin_log()
{
    static 
arg[512];
    
    if(
get_pcvar_num(pcv_enabled) && read_logargc() >= 5)
    {
        
read_logargv(1arg7); // "killed"
        
        
if(equal(arg"killed"))
        {
            
read_logargv(2arg127); // info of player that was killed
            
            // get ID of player that was killed
            
new dummy[1], killedUserId;
            
parse_loguser(argdummy0killedUserId);
            new 
killedId find_player("k"killedUserId);
            
            if(
killedId && frostKilled[killedId])
            {    
                
// override with frostgrenade message
                
read_logdata(arg511);
                
replace(arg511"with ^"grenade^"""with ^"frostgrenade^"");                
                
log_message("%s"arg);

                return 
PLUGIN_HANDLED;
            }
        }
    }
    
    return 
PLUGIN_CONTINUE;
}

/****************************************
* PRIMARY FUNCTIONS AND SUCH
****************************************/

public buy_frostnade(id)
{
    if(!
get_pcvar_num(pcv_enabled) || get_pcvar_num(pcv_override))
        return 
PLUGIN_CONTINUE;

    if(!
is_user_alive(id)) return PLUGIN_HANDLED;

    if(
get_pcvar_num(pcv_buyzone) && !cs_get_user_buyzone(id))
    {
        
// #Cstrike_NotInBuyZone won't work for some reason
        
client_print(id,print_center,"You are not in a buy zone.");

        return 
PLUGIN_HANDLED;
    }

    if(!(
get_pcvar_num(pcv_teams) & _:cs_get_user_team(id)))
    {
        
// have to do it this way to format
        
message_begin(MSG_ONE,gmsgTextMsg,_,id);
        
write_byte(print_center);
        
write_string("#Alias_Not_Avail");
        
write_string("Frost Grenade");
        
message_end();

        return 
PLUGIN_HANDLED;
    }

    if(
hasFrostNade[id])
    {
        
client_print(id,print_center,"#Cstrike_Already_Own_Weapon");
        return 
PLUGIN_HANDLED;
    }
    
    new 
limit get_pcvar_num(pcv_limit);
    if(
limit && nadesBought[id] >= limit)
    {
        
client_print(id,print_center,"#Cstrike_TitlesTXT_Cannot_Carry_Anymore");
        return 
PLUGIN_HANDLED;
    }
    
    new 
money cs_get_user_money(id), price get_pcvar_num(pcv_price);

    
// need more vespene gas
    
if(money price)
    {
        
client_print(id,print_center,"#Cstrike_TitlesTXT_Not_Enough_Money");
        
        
message_begin(MSG_ONE_UNRELIABLE,gmsgBlinkAcct,_,id);
        
write_byte(2);
        
message_end();

        return 
PLUGIN_HANDLED;
    }
    
    
// try to use smokegrenade, then flashbang, then hegrenade
    
new wpnid CSW_SMOKEGRENADEammoid AMMO_SMOKEGRENADEwpnName[20] = "weapon_smokegrenade"type get_pcvar_num(pcv_nadetypes);
    if(!(
type NT_SMOKEGRENADE))
    {
        if(
type NT_FLASHBANG)
        {
            
wpnid CSW_FLASHBANG;
            
ammoid AMMO_FLASHBANG;
            
wpnName "weapon_flashbang";
        }
        else if(
type NT_HEGRENADE)
        {
            
wpnid CSW_HEGRENADE;
            
ammoid AMMO_HEGRENADE;
            
wpnName "weapon_hegrenade";
        }
    }
    
    
hasFrostNade[id] = wpnid;
    
nadesBought[id]++;
    
cs_set_user_money(id,money price);

    new 
ammo cs_get_user_bpammo(id,wpnid);

    
// give him one
    
if(!ammogive_item(id,wpnName);
    else
    {
        
cs_set_user_bpammo(id,wpnid,ammo+1);
        
        
// just so the player can see what kind it is on his HUD

        
message_begin(MSG_ONE,gmsgAmmoPickup,_,id);
        
write_byte(ammoid);
        
write_byte(ammo+1);
        
message_end();

        
message_begin(MSG_ONE,gmsgWeapPickup,_,id);
        
write_byte(wpnid);
        
message_end();
        
        
// won't play via cs_set_user_bpammo
        
engfunc(EngFunc_EmitSound,id,CHAN_ITEM,SOUND_PICKUP,VOL_NORM,ATTN_NORM,0,PITCH_NORM);
        
        
// for icon management
        
grenade_added(idwpnid);
    }
    
    return 
PLUGIN_HANDLED;
}

// entity is given a model (used to detect for thrown grenades)
public fw_setmodel(ent,model[])
{
    if(!
get_pcvar_num(pcv_enabled)) return FMRES_IGNORED;

    new 
owner pev(ent,pev_owner);
    if(!
is_user_connected(owner)) return FMRES_IGNORED;
    
    
// this isn't going to explode
    
new Float:dmgtime;
    
pev(ent,pev_dmgtime,dmgtime);
    if(
dmgtime == 0.0) return FMRES_IGNORED;
    
    new 
typecsw;
    if(
model[7] == 'w' && model[8] == '_')
    {
        switch(
model[9])
        {
            case 
'h': { type NT_HEGRENADEcsw CSW_HEGRENADE; }
            case 
'f': { type NT_FLASHBANGcsw CSW_FLASHBANG; }
            case 
's': { type NT_SMOKEGRENADEcsw CSW_SMOKEGRENADE; }
        }
    }
    if(!
type) return FMRES_IGNORED;
    
    new 
team _:cs_get_user_team(owner);

    
// have a frostnade (override off) ;OR; override enabled, on valid team, using valid frostnade type
    
if(hasFrostNade[owner] == csw || (get_pcvar_num(pcv_override)
            && (
get_pcvar_num(pcv_teams) & team) && (get_pcvar_num(pcv_nadetypes) & type)))
    {
        
// not using override
        
if(hasFrostNade[owner] == csw)
        {
            
hasFrostNade[owner] = 0;
            if(
get_pcvar_num(pcv_icon) == ICON_HASNADE)
            {
                
show_icon(ownerSTATUS_HIDE);
            }
        }

        
set_pev(ent,pev_team,team);
        
set_pev(ent,pev_bInDuck,1); // flag it as a frostnade

        
new rgb[3], Float:rgbF[3];
        
get_rgb_colors(team,rgb);
        
IVecFVec(rgbrgbF);
        
        
// glowshell
        
set_pev(ent,pev_rendermode,kRenderNormal);
        
set_pev(ent,pev_renderfx,kRenderFxGlowShell);
        
set_pev(ent,pev_rendercolor,rgbF);
        
set_pev(ent,pev_renderamt,16.0);

        
set_beamfollow(ent,10,10,rgb,100);
    }

    return 
FMRES_IGNORED;
}

// freeze a player in place whilst he's frozen
public fw_playerprethink(id)
{
    
/*if(isChilled[id])
    {
        // remember rendering changes
        new fx = pev(id,pev_renderfx), Float:color[3], mode = pev(id,pev_rendermode), Float:amount;
        pev(id,pev_rendercolor,color);
        pev(id,pev_renderamt,amount);

        if(fx != kRenderFxGlowShell)
        {
            oldRenderFx[id] = fx;
            set_pev(id,pev_renderfx,kRenderFxGlowShell);
        }
        if(color[0] != glowColor[id][0] || color[1] != glowColor[id][1] || color[2] != glowColor[id][2])
        {
            oldRenderColor[id] = color;
            set_pev(id,pev_rendercolor,glowColor[id]);
        }
        if(mode != kRenderNormal)
        {
            oldRenderMode[id] = mode;
            set_pev(id,pev_rendermode,kRenderNormal);
        }
        if(amount != GLOW_AMOUNT)
        {
            oldRenderAmt[id] = amount;
            set_pev(id,pev_renderamt,GLOW_AMOUNT);
        }
    }*/

    
if(isFrozen[id])
    {
        
set_pev(id,pev_velocity,Float:{0.0,0.0,0.0}); // stop motion
        
        
new Float:gravity;
        
pev(id,pev_gravity,gravity);
        
        
// remember any gravity changes
        
if(gravity != 0.000000001 && gravity != 999999999.9)
            
oldGravity[id] = gravity;

        
// if are on the ground and about to jump, set the gravity too high to really do so
        
if((pev(id,pev_button) & IN_JUMP) && !(pev(id,pev_oldbuttons) & IN_JUMP) && (pev(id,pev_flags) & FL_ONGROUND))
            
set_pev(id,pev_gravity,999999999.9);

        
// otherwise, set the gravity so low that they don't fall
        
else set_pev(id,pev_gravity,0.000000001);
    }
    
    return 
FMRES_IGNORED;
}

// override grenade kill message with skull and crossbones
public msg_deathmsg(msg_id,msg_dest,msg_entity)
{
    new 
victim get_msg_arg_int(2);
    if(!
is_user_connected(victim) || !frostKilled[victim]) return PLUGIN_CONTINUE;

    static 
weapon[8];
    
get_msg_arg_string(4,weapon,7);
    if(
equal(weapon,"grenade")) set_msg_arg_string(4,"frostgrenade");

    
//frostKilled[victim] = 0;
    
return PLUGIN_CONTINUE;
}

// catch HUD reset to re-display icon if necessary
public event_resethud(id)
{
    if(!
is_user_alive(id) || !get_pcvar_num(pcv_enabled)) return;

    if(
get_pcvar_num(pcv_icon) == ICON_HASNADE)
    {
        new 
status player_has_frostnade(id);
        
show_icon(idstatus);
    }

    return;
}

// round is restarting (TAG: sv_restartround)
public event_round_restart()
{
    
// just remember for event_new_round
    
roundRestarting true;
}

// start of a new round
public event_new_round()
{
    if(
roundRestarting)
    {
        
roundRestarting false;
        
        
// clear frost grenades from all players (for override mode)
        
for(new i=1;i<=maxPlayers;i++)
        {
            
hasFrostNade[i] = 0;
        }
    }
}

// rezzed
public ham_player_spawn(id)
{
    
nadesBought[id] = 0;
    
    if(
is_user_alive(id))
    {
        if(
isChilled[id]) task_remove_chill(TASK_REMOVE_CHILL+id);
        if(
isFrozen[id]) task_remove_freeze(TASK_REMOVE_FREEZE+id);
    }
    
    return 
HAM_IGNORED;
}

// killed to death
public ham_player_killed(id)
{
    
hasFrostNade[id] = 0;

    if(
get_pcvar_num(pcv_enabled) && get_pcvar_num(pcv_icon) == ICON_HASNADE)
    {
        
show_icon(idSTATUS_HIDE);
    }

    if(
isChilled[id]) task_remove_chill(TASK_REMOVE_CHILL+id);
    if(
isFrozen[id]) task_remove_freeze(TASK_REMOVE_FREEZE+id);
    
    return 
HAM_IGNORED;
}

// movement speed is changed
public ham_player_resetmaxspeed(id)
{
    if(
get_pcvar_num(pcv_enabled))
    {
        
set_user_chillfreeze_speed(id);
    }

    return 
HAM_IGNORED;
}

// grenade is ticking away
public ham_grenade_think(ent)
{
    
// not a frostnade
    
if(!pev_valid(ent) || !pev(ent,pev_bInDuck)) return HAM_IGNORED;
    
    new 
Float:dmgtime;
    
pev(ent,pev_dmgtime,dmgtime);
    if(
dmgtime get_gametime()) return HAM_IGNORED;
    
    
// and boom goes the dynamite
    
frostnade_explode(ent);

    return 
HAM_SUPERCEDE;
}

// a player_weaponstrip is used
public ham_player_weaponstrip_use(entidcalleridactivatoruse_typeFloat:value)
{
    if(
idcaller >= && idcaller <= maxPlayers)
    {
        
// clear frostnade when using override
        
hasFrostNade[idcaller] = 0;

        if(
is_user_alive(idcaller) && get_pcvar_num(pcv_enabled) && get_pcvar_num(pcv_icon) == ICON_HASNADE)
        {
            new 
status player_has_frostnade(idcaller);
            
show_icon(idcallerstatus);
        }
    }

    return 
HAM_IGNORED;
}

// some kind of grenade is deployed
public ham_grenade_deploy(ent)
{    
    if(
pev_valid(ent))
    {
        
grenade_deployed(get_pdata_cbase(entm_pPlayer4),
            
get_pdata_int(entOFFSET_WEAPON_CSWID4));
    }
    
    return 
HAM_IGNORED;
}

// some kind of grenade is holstered
public ham_grenade_holster(ent)
{
    if(
pev_valid(ent))
    {
        
grenade_holstered(get_pdata_cbase(entm_pPlayer4),
            
get_pdata_int(entOFFSET_WEAPON_CSWID4));
    }
    
    return 
HAM_IGNORED;
}

// some kind of grenade is added to a player's inventory
public ham_grenade_addtoplayer(entid)
{
    if(
pev_valid(ent))
    {
        
grenade_added(idget_pdata_int(entOFFSET_WEAPON_CSWID4));
    }

    return 
HAM_IGNORED;
}

// some kind of grenade is added to a player's inventory, when he already has one
public ham_grenade_addduplicate(entorig)
{
    if(
pev_valid(orig))
    {
        
grenade_added(pev(origpev_owner), get_pdata_int(origOFFSET_WEAPON_CSWID4));
    }
    
    return 
HAM_IGNORED;
}

// handle when player id deploys a grenade with weapon id wid
grenade_deployed(idwid)
{
    
// if we should worry about managing my icon now
    
if(get_pcvar_num(pcv_enabled) && is_user_alive(id) && get_pcvar_num(pcv_icon) == ICON_HASNADE)
    {
        
// if I just switched to a frost grenade
        
if( wid == hasFrostNade[id]
            || (
get_pcvar_num(pcv_override) && (get_pcvar_num(pcv_teams) & _:cs_get_user_team(id)) && is_wid_in_nadetypes(wid)) )
        {
            
show_icon(idSTATUS_FLASH);
        }
    }
}

// handle when player id holsters a grenade with weapon id wid
grenade_holstered(idwid)
{    
    
// if we should worry about managing my icon now
    
if(get_pcvar_num(pcv_enabled) && is_user_alive(id) && get_pcvar_num(pcv_icon) == ICON_HASNADE)
    {
        
// if I just holstered a frost grenade        
        
if( wid == hasFrostNade[id]
            || (
get_pcvar_num(pcv_override) && (get_pcvar_num(pcv_teams) & _:cs_get_user_team(id)) && is_wid_in_nadetypes(wid)) )
        {
            
// only do STATUS_SHOW or STATUS_HIDE... during holster, current weapon
            // will still technically be the frost grenade, but we don't want to
            // mistakenly flash the icon                
            
new status = (player_has_frostnade(id) != STATUS_HIDE STATUS_SHOW STATUS_HIDE);
            
show_icon(idstatus);
        }
    }
}

// handle when player id gets a grenade with weapon id wid added to his inventory
grenade_added(idwid)
{
    
// if we should worry about managing my icon now
    
if(get_pcvar_num(pcv_enabled) && is_user_alive(id) && get_pcvar_num(pcv_icon) == ICON_HASNADE)
    {
        
// if I just got a frost grenade
        
if( wid == hasFrostNade[id]
            || (
get_pcvar_num(pcv_override) && (get_pcvar_num(pcv_teams) & _:cs_get_user_team(id)) && is_wid_in_nadetypes(wid)) )
        {
            new 
status player_has_frostnade(id);
            
show_icon(idstatus);
        }
    }
}

// a frost grenade explodes
public frostnade_explode(ent)
{
    new 
nadeTeam pev(ent,pev_team), owner pev(ent,pev_owner), Float:nadeOrigin[3];
    
pev(ent,pev_origin,nadeOrigin);
    
    
// make the smoke
    
message_begin_fl(MSG_PVS,SVC_TEMPENTITY,nadeOrigin,0);
    
write_byte(TE_SMOKE);
    
write_coord_fl(nadeOrigin[0]); // x
    
write_coord_fl(nadeOrigin[1]); // y
    
write_coord_fl(nadeOrigin[2]); // z
    
write_short(smokeSpr); // sprite
    
write_byte(random_num(30,40)); // scale
    
write_byte(5); // framerate
    
message_end();
    
    
// explosion
    
create_blast(nadeTeam,nadeOrigin);
    
emit_sound(ent,CHAN_ITEM,SOUND_EXPLODE,VOL_NORM,ATTN_NORM,0,PITCH_HIGH);

    
// cache our cvars
    
new ff get_pcvar_num(mp_friendlyfire), Float:by_radius get_pcvar_float(pcv_by_radius),
            
hitself get_pcvar_num(pcv_hitself), los get_pcvar_num(pcv_los), Float:maxdamage get_pcvar_float(pcv_maxdamage),
            
Float:mindamage get_pcvar_float(pcv_mindamage), Float:chill_maxchance get_pcvar_float(pcv_chill_maxchance),
            
Float:chill_minchance get_pcvar_float(pcv_chill_minchance), Float:freeze_maxchanceFloat:freeze_minchance;

    if(!
by_radius)
    {
        
freeze_maxchance get_pcvar_float(pcv_freeze_maxchance);
        
freeze_minchance get_pcvar_float(pcv_freeze_minchance);
    }

    new 
taFloat:targetOrigin[3], Float:distancetr create_tr2(), Float:fractionFloat:damagegotFrozen 0;
    for(new 
target=1;target<=maxPlayers;target++)
    {
        
// dead, invincible, or self attack that is not allowed
        
if(!is_user_alive(target) || pev(target,pev_takedamage) == DAMAGE_NO
        
|| (pev(target,pev_flags) & FL_GODMODE) ||(target == owner && !hitself))
            continue;
        
        
// this is a team attack with ff disabled, excluding self attack
        
ta = (_:cs_get_user_team(target) == nadeTeam);
        if(
ta && !ff && target != owner) continue;
        
        
pev(target,pev_origin,targetOrigin);
        
distance vector_distance(nadeOrigin,targetOrigin);
        
        
// too far
        
if(distance FROST_RADIUS) continue;

        
// check line of sight
        
if(los)
        {
            
nadeOrigin[2] += 2.0;
            
engfunc(EngFunc_TraceLine,nadeOrigin,targetOrigin,DONT_IGNORE_MONSTERS,ent,tr);
            
nadeOrigin[2] -= 2.0;

            
get_tr2(tr,TR_flFraction,fraction);
            if(
fraction != 1.0 && get_tr2(tr,TR_pHit) != target) continue;
        }

        
// damaged
        
if(maxdamage 0.0)
        {
            
damage radius_calc(distance,FROST_RADIUS,maxdamage,mindamage);
            if(
tadamage /= 2.0// half damage for friendlyfire

            
if(damage 0.0)
            {
                
frostKilled[target] = 1;
                
ExecuteHamB(Ham_TakeDamage,target,ent,owner,damage,DMG_GRENADE);
                if(!
is_user_alive(target)) continue; // dead now
                
frostKilled[target] = 0;
            }
        }

        
// frozen
        
if((by_radius && radius_calc(distance,FROST_RADIUS,100.0,0.0) >= by_radius)
        || (!
by_radius && random_num(1,100) <= floatround(radius_calc(distance,FROST_RADIUS,freeze_maxchance,freeze_minchance))))
        {
            if(
freeze_player(target,owner,nadeTeam))
            {
                
gotFrozen 1;
                
emit_sound(target,CHAN_ITEM,SOUND_FROZEN,1.0,ATTN_NONE,0,PITCH_LOW);
            }
        }
        
        
// chilled
        
if(by_radius || random_num(1,100) <= floatround(radius_calc(distance,FROST_RADIUS,chill_maxchance,chill_minchance)))
        {
            if(
chill_player(target,owner,nadeTeam))
            {
                if(!
gotFrozenemit_sound(target,CHAN_ITEM,SOUND_CHILLED,VOL_NORM,ATTN_NORM,0,PITCH_HIGH);
            }
        }
    }

    
free_tr2(tr);
    
set_pev(ent,pev_flags,pev(ent,pev_flags)|FL_KILLME);
}

freeze_player(id,attacker,nadeTeam)
{
    new 
fwdRetVal PLUGIN_CONTINUE;
    
ExecuteForward(fnFwdPlayerFrozenfwdRetValidattacker);
    
    if(
fwdRetVal == PLUGIN_HANDLED || fwdRetVal == PLUGIN_HANDLED_MAIN)
    {
        return 
0;
    }

    if(!
isFrozen[id])
    {
        
pev(id,pev_gravity,oldGravity[id]);

        
// register our forward only when we need it
        
if(!fmFwdPPT)
        {
            
fmFwdPPT register_forward(FM_PlayerPreThink,"fw_playerprethink",0);
        }
    }

    
isFrozen[id] = nadeTeam;
    
    
set_pev(id,pev_velocity,Float:{0.0,0.0,0.0});
    
set_user_chillfreeze_speed(id);
    
    new 
Float:duration get_pcvar_float(pcv_freeze_duration), Float:variance get_pcvar_float(pcv_freeze_variance);
    
duration += random_float(-variance,variance);

    
remove_task(TASK_REMOVE_FREEZE+id);
    
set_task(duration,"task_remove_freeze",TASK_REMOVE_FREEZE+id);
    
    if(!
pev_valid(novaDisplay[id])) create_nova(id);
    
    if(
get_pcvar_num(pcv_icon) == ICON_ISCHILLED)
    {
        
show_icon(idSTATUS_FLASH);
    }
    
    return 
1;
}

public 
task_remove_freeze(taskid)
{
    new 
id taskid-TASK_REMOVE_FREEZE;
    
    if(
pev_valid(novaDisplay[id]))
    {
        new 
Float:origin[3];
        
pev(novaDisplay[id],pev_origin,origin);

        
// add some tracers
        
message_begin_fl(MSG_PVS,SVC_TEMPENTITY,origin,0);
        
write_byte(TE_IMPLOSION);
        
write_coord_fl(origin[0]); // x
        
write_coord_fl(origin[1]); // y
        
write_coord_fl(origin[2] + 8.0); // z
        
write_byte(64); // radius
        
write_byte(10); // count
        
write_byte(3); // duration
        
message_end();

        
// add some sparks
        
message_begin_fl(MSG_PVS,SVC_TEMPENTITY,origin,0);
        
write_byte(TE_SPARKS);
        
write_coord_fl(origin[0]); // x
        
write_coord_fl(origin[1]); // y
        
write_coord_fl(origin[2]); // z
        
message_end();

        
// add the shatter
        
message_begin_fl(MSG_PAS,SVC_TEMPENTITY,origin,0);
        
write_byte(TE_BREAKMODEL);
        
write_coord_fl(origin[0]); // x
        
write_coord_fl(origin[1]); // y
        
write_coord_fl(origin[2] + 24.0); // z
        
write_coord_fl(16.0); // size x
        
write_coord_fl(16.0); // size y
        
write_coord_fl(16.0); // size z
        
write_coord(random_num(-50,50)); // velocity x
        
write_coord(random_num(-50,50)); // velocity y
        
write_coord_fl(25.0); // velocity z
        
write_byte(10); // random velocity
        
write_short(glassGibs); // model
        
write_byte(10); // count
        
write_byte(25); // life
        
write_byte(BREAK_GLASS); // flags
        
message_end();

        
emit_sound(novaDisplay[id],CHAN_ITEM,SOUND_UNFROZEN,VOL_NORM,ATTN_NORM,0,PITCH_LOW);
        
set_pev(novaDisplay[id],pev_flags,pev(novaDisplay[id],pev_flags)|FL_KILLME);
    }

    
isFrozen[id] = 0;
    
novaDisplay[id] = 0;
    
    
// unregister forward if we are no longer using it
    
unregister_prethink();

    if(!
is_user_connected(id)) return;
    
    
// restore speed, but then check for chilled
    
ExecuteHam(Ham_Player_ResetMaxSpeedid);
    
set_user_chillfreeze_speed(id);

    
set_pev(id,pev_gravity,oldGravity[id]);
    
    new 
status STATUS_HIDE;
    
    
// sometimes trail fades during freeze, reapply
    
if(isChilled[id])
    {
        
status STATUS_SHOW;
        
        new 
rgb[3];
        
get_rgb_colors(isChilled[id],rgb);
        
set_beamfollow(id,30,8,rgb,100);
    }
    
    if(
get_pcvar_num(pcv_icon) == ICON_ISCHILLED)
    {
        
show_icon(idstatus);
    }
}

chill_player(id,attacker,nadeTeam)
{
    new 
fwdRetVal PLUGIN_CONTINUE;
    
ExecuteForward(fnFwdPlayerChilledfwdRetValidattacker);
    
    if(
fwdRetVal == PLUGIN_HANDLED || fwdRetVal == PLUGIN_HANDLED_MAIN)
    {
        return 
0;
    }

    
// we aren't already been chilled
    
if(!isChilled[id])
    {
        
oldRenderFx[id] = pev(id,pev_renderfx);
        
pev(id,pev_rendercolor,oldRenderColor[id]);
        
oldRenderMode[id] = pev(id,pev_rendermode);
        
pev(id,pev_renderamt,oldRenderAmt[id]);

        
isChilled[id] = nadeTeam// fix -- thanks Exolent

        // register our forward only when we need it
        //if(!fmFwdPPT) fmFwdPPT = register_forward(FM_PlayerPreThink,"fw_playerprethink",0);
    
}

    
isChilled[id] = nadeTeam;
    
    
set_user_chillfreeze_speed(id);
    
    new 
Float:duration get_pcvar_float(pcv_chill_duration), Float:variance get_pcvar_float(pcv_chill_variance);
    
duration += random_float(-variance,variance);

    
remove_task(TASK_REMOVE_CHILL+id);
    
set_task(duration,"task_remove_chill",TASK_REMOVE_CHILL+id);

    new 
rgb[3];
    
get_rgb_colors(nadeTeam,rgb);
    
    
IVecFVec(rgbglowColor[id]);
    
    
// glowshell
    
set_user_rendering(idkRenderFxGlowShellrgb[0], rgb[1], rgb[2], kRenderNormalfloatround(GLOW_AMOUNT));

    
set_beamfollow(id,30,8,rgb,100);

    
// I decided to let the frostnade tint override a flashbang,
    // because if you are frozen, then you have much bigger problems.

    // add a blue tint to their screen
    
message_begin(MSG_ONE,gmsgScreenFade,_,id);
    
write_short(floatround(4096.0 duration)); // duration
    
write_short(floatround(3072.0 duration)); // hold time (4096.0 * 0.75)
    
write_short(FFADE_IN); // flags
    
write_byte(rgb[0]); // red
    
write_byte(rgb[1]); // green
    
write_byte(rgb[2]); // blue
    
write_byte(100); // alpha
    
message_end();
    
    if(
get_pcvar_num(pcv_icon) == ICON_ISCHILLED && !isFrozen[id])
    {
        
show_icon(idSTATUS_SHOW);
    }
    
    return 
1;
}

public 
task_remove_chill(taskid)
{
    new 
id taskid-TASK_REMOVE_CHILL;

    
isChilled[id] = 0;
    
    
// unregister forward if we are no longer using it
    //unregister_prethink();

    
if(!is_user_connected(id)) return;
    
    
// set speed to normal, then check for frozen
    
ExecuteHam(Ham_Player_ResetMaxSpeedid);
    
set_user_chillfreeze_speed(id);

    
// reset rendering
    
set_user_rendering(idoldRenderFx[id], floatround(oldRenderColor[id][0]), floatround(oldRenderColor[id][1]),
        
floatround(oldRenderColor[id][2]), oldRenderMode[id], floatround(oldRenderAmt[id]));

    
clear_beamfollow(id);

    
// calculate end of flashbang
    
new Float:flashedUntil get_pdata_float(id,m_flFlashedUntil),
            
Float:flashHoldTime get_pdata_float(id,m_flFlashHoldTime),
            
Float:endOfFlash flashedUntil + (flashHoldTime 0.67);
    
    
// not blinded
    
if(get_gametime() >= endOfFlash)
    {
        
// clear tint
        
message_begin(MSG_ONE,gmsgScreenFade,_,id);
        
write_short(0); // duration
        
write_short(0); // hold time
        
write_short(FFADE_IN); // flags
        
write_byte(0); // red
        
write_byte(0); // green
        
write_byte(0); // blue
        
write_byte(255); // alpha
        
message_end();
    }
    
    if(
get_pcvar_num(pcv_icon) == ICON_ISCHILLED && !isFrozen[id])
    {
        
show_icon(idSTATUS_HIDE);
    }
}

// make a frost nova at a player's feet
create_nova(id)
{
    new 
nova engfunc(EngFunc_CreateNamedEntity,engfunc(EngFunc_AllocString,"info_target"));

    
engfunc(EngFunc_SetSize,nova,Float:{-8.0,-8.0,-4.0},Float:{8.0,8.0,4.0});
    
engfunc(EngFunc_SetModel,nova,MODEL_FROZEN);

    
// random orientation
    
new Float:angles[3];
    
angles[1] = random_float(0.0,360.0);
    
set_pev(nova,pev_angles,angles);

    
// put it at their feet
    
new Float:novaOrigin[3];
    
pev(id,pev_origin,novaOrigin);
    
engfunc(EngFunc_SetOrigin,nova,novaOrigin);

    
// make it translucent
    
new rgb[3];
    
get_rgb_colors(isFrozen[id], rgb);
    
IVecFVec(rgbangles); // let's just use angles

    
set_pev(nova,pev_rendercolor,angles); // see above
    
set_pev(nova,pev_rendermode,kRenderTransAlpha);
    
set_pev(nova,pev_renderfx,kRenderFxGlowShell);
    
set_pev(nova,pev_renderamt,128.0);

    
novaDisplay[id] = nova;
}

/****************************************
* UTILITY FUNCTIONS
****************************************/

// check if prethink is still being used, if not, unhook it
unregister_prethink()
{
    if(
fmFwdPPT)
    {
        new 
i;
        for(
i=1;i<=maxPlayers;i++) if(/*isChilled[i] ||*/ isFrozen[i]) break;
        if(
maxPlayers)
        {
            
unregister_forward(FM_PlayerPreThink,fmFwdPPT,0);
            
fmFwdPPT 0;
        }
    }
}

// make the explosion effects
create_blast(team,Float:origin[3])
{
    new 
rgb[3];
    
get_rgb_colors(team,rgb);

    
// smallest ring
    
message_begin_fl(MSG_PVS,SVC_TEMPENTITY,origin,0);
    
write_byte(TE_BEAMCYLINDER);
    
write_coord_fl(origin[0]); // x
    
write_coord_fl(origin[1]); // y
    
write_coord_fl(origin[2]); // z
    
write_coord_fl(origin[0]); // x axis
    
write_coord_fl(origin[1]); // y axis
    
write_coord_fl(origin[2] + 385.0); // z axis
    
write_short(exploSpr); // sprite
    
write_byte(0); // start frame
    
write_byte(0); // framerate
    
write_byte(4); // life
    
write_byte(60); // width
    
write_byte(0); // noise
    
write_byte(rgb[0]); // red
    
write_byte(rgb[1]); // green
    
write_byte(rgb[2]); // blue
    
write_byte(100); // brightness
    
write_byte(0); // speed
    
message_end();

    
// medium ring
    
message_begin_fl(MSG_PVS,SVC_TEMPENTITY,origin,0);
    
write_byte(TE_BEAMCYLINDER);
    
write_coord_fl(origin[0]); // x
    
write_coord_fl(origin[1]); // y
    
write_coord_fl(origin[2]); // z
    
write_coord_fl(origin[0]); // x axis
    
write_coord_fl(origin[1]); // y axis
    
write_coord_fl(origin[2] + 470.0); // z axis
    
write_short(exploSpr); // sprite
    
write_byte(0); // start frame
    
write_byte(0); // framerate
    
write_byte(4); // life
    
write_byte(60); // width
    
write_byte(0); // noise
    
write_byte(rgb[0]); // red
    
write_byte(rgb[1]); // green
    
write_byte(rgb[2]); // blue
    
write_byte(100); // brightness
    
write_byte(0); // speed
    
message_end();

    
// largest ring
    
message_begin_fl(MSG_PVS,SVC_TEMPENTITY,origin,0);
    
write_byte(TE_BEAMCYLINDER);
    
write_coord_fl(origin[0]); // x
    
write_coord_fl(origin[1]); // y
    
write_coord_fl(origin[2]); // z
    
write_coord_fl(origin[0]); // x axis
    
write_coord_fl(origin[1]); // y axis
    
write_coord_fl(origin[2] + 555.0); // z axis
    
write_short(exploSpr); // sprite
    
write_byte(0); // start frame
    
write_byte(0); // framerate
    
write_byte(4); // life
    
write_byte(60); // width
    
write_byte(0); // noise
    
write_byte(rgb[0]); // red
    
write_byte(rgb[1]); // green
    
write_byte(rgb[2]); // blue
    
write_byte(100); // brightness
    
write_byte(0); // speed
    
message_end();

    
// light effect
    
message_begin_fl(MSG_PAS,SVC_TEMPENTITY,origin,0);
    
write_byte(TE_DLIGHT);
    
write_coord_fl(origin[0]); // x
    
write_coord_fl(origin[1]); // y
    
write_coord_fl(origin[2]); // z
    
write_byte(floatround(FROST_RADIUS/5.0)); // radius
    
write_byte(rgb[0]); // r
    
write_byte(rgb[1]); // g
    
write_byte(rgb[2]); // b
    
write_byte(8); // life
    
write_byte(60); // decay rate
    
message_end();
}

// give an entity a beam trail
set_beamfollow(ent,life,width,rgb[3],brightness)
{
    
clear_beamfollow(ent);

    
message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
    
write_byte(TE_BEAMFOLLOW);
    
write_short(ent); // entity
    
write_short(trailSpr); // sprite
    
write_byte(life); // life
    
write_byte(width); // width
    
write_byte(rgb[0]); // red
    
write_byte(rgb[1]); // green
    
write_byte(rgb[2]); // blue
    
write_byte(brightness); // brightness
    
message_end();
}

// removes beam trails from an entity
clear_beamfollow(ent)
{
    
message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
    
write_byte(TE_KILLBEAM);
    
write_short(ent); // entity
    
message_end();
}

// gets the appropriate color and displays the frostnade icon to the player with the given status
show_icon(idstatus)
{
    static 
rgb[3];
    if(
statusget_rgb_colors(_:cs_get_user_team(id), rgb); // only get colors if we need to
    
    
message_begin(MSG_ONE,gmsgStatusIcon,_,id);
    
write_byte(status); // status (0=hide, 1=show, 2=flash)
    
write_string("dmg_cold"); // sprite name
    
write_byte(rgb[0]); // red
    
write_byte(rgb[1]); // green
    
write_byte(rgb[2]); // blue
    
message_end();
}

// checks if a weapon id is included in fn_nadetypes
is_wid_in_nadetypes(wid)
{
    new 
types get_pcvar_num(pcv_nadetypes);
    
    return ( (
wid == CSW_HEGRENADE && (types NT_HEGRENADE))
        || (
wid == CSW_FLASHBANG && (types NT_FLASHBANG))
        || (
wid == CSW_SMOKEGRENADE && (types NT_SMOKEGRENADE)) );
}

// checks if a player has a frostnade, taking into account fn_override and such.
// returns: STATUS_HIDE = no frostnade, STATUS_SHOW = has frostnade but not deployed, STATUS_FLASH = has frostnade and deployed
player_has_frostnade(id)
{
    new 
retVal STATUS_HIDEcurwpn get_user_weapon(id);
    
    
// no override, variable explicitly set
    
if(hasFrostNade[id])
    {
        
retVal = (curwpn == hasFrostNade[id] ? STATUS_FLASH STATUS_SHOW);
    }
    
    
// override enabled, and I'm on the right team
    
else if(get_pcvar_num(pcv_override) && (get_pcvar_num(pcv_teams) & _:cs_get_user_team(id)))
    {        
        new 
types get_pcvar_num(pcv_nadetypes);
                    
        if((
types NT_HEGRENADE) && cs_get_user_bpammo(idCSW_HEGRENADE) > 0)
        {
            
retVal = (curwpn == CSW_HEGRENADE STATUS_FLASH STATUS_SHOW);
        }
        
        if(
retVal != STATUS_FLASH && (types NT_FLASHBANG) && cs_get_user_bpammo(idCSW_FLASHBANG) > 0)
        {
            
retVal = (curwpn == CSW_FLASHBANG STATUS_FLASH STATUS_SHOW);
        }
        
        if(
retVal != STATUS_FLASH && (types NT_SMOKEGRENADE) && cs_get_user_bpammo(idNT_SMOKEGRENADE) > 0)
        {
            
retVal = (curwpn == NT_SMOKEGRENADE STATUS_FLASH STATUS_SHOW);
        }
    }
    
    return 
retVal;
}

// gets RGB colors from the cvar
get_rgb_colors(team,rgb[3])
{
    static 
color[12], parts[3][4];
    
get_pcvar_string(pcv_color,color,11);
    
    
// if cvar is set to "team", use colors based on the given team
    
if(equali(color,"team",4))
    {
        if(
team == 1)
        {
            
rgb[0] = 150;
            
rgb[1] = 0;
            
rgb[2] = 0;
        }
        else
        {
            
rgb[0] = 0;
            
rgb[1] = 0;
            
rgb[2] = 150;
        }
    }
    else
    {
        
parse(color,parts[0],3,parts[1],3,parts[2],3);
        
rgb[0] = str_to_num(parts[0]);
        
rgb[1] = str_to_num(parts[1]);
        
rgb[2] = str_to_num(parts[2]);
    }
}

// scale a value equally (inversely?) with the distance that something
// is from the center of another thing. that makes pretty much no sense,
// so basically, the closer we are to the center of a ring, the higher
// our value gets.
//
// EXAMPLE: distance = 60.0, radius = 240.0, maxVal = 100.0, minVal = 20.0
// we are 0.75 (1.0-(60.0/240.0)) of the way to the radius, so scaled with our
// values, it comes out to 80.0 (20.0 + (0.75 * (100.0 - 20.0)))
Float:radius_calc(Float:distance,Float:radius,Float:maxVal,Float:minVal)
{
    if(
maxVal <= 0.0) return 0.0;
    if(
minVal >= maxVal) return minVal;
    return 
minVal + ((1.0 - (distance radius)) * (maxVal minVal));
}

// sets a user's chilled/frozen speed if applicable
// (NOTE: does NOT reset his maxspeed if he is not chilled/frozen)
set_user_chillfreeze_speed(id)
{
    if(
isFrozen[id])
    {
        
set_user_maxspeed(id1.0);
    }
    else if(
isChilled[id])
    {
        
set_user_maxspeed(idget_default_maxspeed(id)*(get_pcvar_float(pcv_chill_speed)/100.0));
    }
}

// gets the maxspeed a user should have, given his current weapon
stock Float:get_default_maxspeed(id)
{    
    new 
wEnt get_pdata_cbase(idm_pActiveItem), Float:result 250.0;

    if(
pev_valid(wEnt))
    {
        
ExecuteHam(Ham_CS_Item_GetMaxSpeedwEntresult);
    }
    
    return 
result;


Last edited by di49c; 11-23-2020 at 13:21.
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Napoleon_be
Veteran Member
Join Date: Jul 2011
Location: Belgium
Old 11-23-2020 , 18:51   Re: Can someone edit Frostnades[2.14] by Avalanche
Reply With Quote #2

So you want the "chillmode" on?
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di49c
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Join Date: Sep 2020
Old 11-24-2020 , 04:02   Re: Can someone edit Frostnades[2.14] by Avalanche
Reply With Quote #3

Quote:
Originally Posted by Napoleon_be View Post
So you want the "chillmode" on?
I don't have any idea what "chillmode" is.

I don't know how to describe it better than that.
Example: A player is frozen in mid air after jumping off a high building. He's stopped at a place (as in the plugin)for the duration of the "freeze time"(he's not moving at all and he's unable to launch any attacks with a knife{+attack}{+attack2}). After the "freeze time" ends the player is "unfrozen" and he continues the "jump path" he had before being frozen instead of just falling to the ground.

Last edited by di49c; 11-24-2020 at 04:07.
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