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[REQ] teleport smoke grenade


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Taha_rajper
Member
Join Date: Jun 2021
Location: Under The Sea
Old 06-21-2022 , 12:04   [REQ] teleport smoke grenade
Reply With Quote #1

Hi, I Want This Plugin To Be Only For Flag ADMIN_LEVEL_H
https://forums.alliedmods.net/showthread.php?p=402842
Taha_rajper is offline
Supremache
Veteran Member
Join Date: Sep 2019
Location: Egypt
Old 06-21-2022 , 12:37   Re: [REQ] teleport smoke grenade
Reply With Quote #2

Quote:
Originally Posted by Taha_rajper View Post
Hi, I Want This Plugin To Be Only For Flag ADMIN_LEVEL_H
https://forums.alliedmods.net/showthread.php?p=402842
Replace this function:

PHP Code:
public forward_emitsound(entchannel, const sound[]) {
    if (!
equal(soundg_sound_explosion) || !is_grenade(ent))
        return 
FMRES_IGNORED

    
static idFloat:origin[3]
    
id pev(entpev_owner)
    
pev(entpev_originorigin)
    
engfunc(EngFunc_EmitSoundentCHAN_WEAPONg_sound_explosionVOL_NORMATTN_NORM0PITCH_NORM)
    
engfunc(EngFunc_RemoveEntityent)
    
origin[2] += SMOKE_GROUND_OFFSET
    create_smoke
(origin)

    if (
is_user_alive(id)) {
        static 
Float:mins[3], hull
        pev
(idpev_minsmins)
        
origin[2] -= mins[2] + SMOKE_GROUND_OFFSET
        hull 
pev(idpev_flags) & FL_DUCKING HULL_HEAD HULL_HUMAN
        
if (is_hull_vacant(originhull))
            
engfunc(EngFunc_SetOriginidorigin)
        else { 
// close to a solid object, trying to find a vacant spot
            
static Float:vec[3]
            
vec[2] = origin[2]
            for (new 
isizeof g_sign; ++i) {
                
vec[0] = origin[0] - mins[0] * g_sign[i][0]
                
vec[1] = origin[1] - mins[1] * g_sign[i][1]
                if (
is_hull_vacant(vechull)) {
                    
engfunc(EngFunc_SetOriginidvec)
                    break
                }
            }
        }
    }

    return 
FMRES_SUPERCEDE


PHP Code:
public forward_emitsound(entchannel, const sound[]) {
    if (!
equal(soundg_sound_explosion) || !is_grenade(ent))
        return 
FMRES_IGNORED

    
static idFloat:origin[3]
    
id pev(entpev_owner);
    if( ~
get_user_flagsid ) & ADMIN_LEVEL_H )
    {
        return 
FMRES_IGNORED;
    }
    
    
pev(entpev_originorigin)
    
engfunc(EngFunc_EmitSoundentCHAN_WEAPONg_sound_explosionVOL_NORMATTN_NORM0PITCH_NORM)
    
engfunc(EngFunc_RemoveEntityent)
    
origin[2] += SMOKE_GROUND_OFFSET
    create_smoke
(origin)

    if (
is_user_alive(id)) {
        static 
Float:mins[3], hull
        pev
(idpev_minsmins)
        
origin[2] -= mins[2] + SMOKE_GROUND_OFFSET
        hull 
pev(idpev_flags) & FL_DUCKING HULL_HEAD HULL_HUMAN
        
if (is_hull_vacant(originhull))
            
engfunc(EngFunc_SetOriginidorigin)
        else { 
// close to a solid object, trying to find a vacant spot
            
static Float:vec[3]
            
vec[2] = origin[2]
            for (new 
isizeof g_sign; ++i) {
                
vec[0] = origin[0] - mins[0] * g_sign[i][0]
                
vec[1] = origin[1] - mins[1] * g_sign[i][1]
                if (
is_hull_vacant(vechull)) {
                    
engfunc(EngFunc_SetOriginidvec)
                    break
                }
            }
        }
    }

    return 
FMRES_SUPERCEDE

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Taha_rajper
Member
Join Date: Jun 2021
Location: Under The Sea
Old 06-21-2022 , 13:24   Re: [REQ] teleport smoke grenade
Reply With Quote #3

Quote:
Originally Posted by Supremache View Post
Replace this function:

PHP Code:
public forward_emitsound(entchannel, const sound[]) {
    if (!
equal(soundg_sound_explosion) || !is_grenade(ent))
        return 
FMRES_IGNORED

    
static idFloat:origin[3]
    
id pev(entpev_owner)
    
pev(entpev_originorigin)
    
engfunc(EngFunc_EmitSoundentCHAN_WEAPONg_sound_explosionVOL_NORMATTN_NORM0PITCH_NORM)
    
engfunc(EngFunc_RemoveEntityent)
    
origin[2] += SMOKE_GROUND_OFFSET
    create_smoke
(origin)

    if (
is_user_alive(id)) {
        static 
Float:mins[3], hull
        pev
(idpev_minsmins)
        
origin[2] -= mins[2] + SMOKE_GROUND_OFFSET
        hull 
pev(idpev_flags) & FL_DUCKING HULL_HEAD HULL_HUMAN
        
if (is_hull_vacant(originhull))
            
engfunc(EngFunc_SetOriginidorigin)
        else { 
// close to a solid object, trying to find a vacant spot
            
static Float:vec[3]
            
vec[2] = origin[2]
            for (new 
isizeof g_sign; ++i) {
                
vec[0] = origin[0] - mins[0] * g_sign[i][0]
                
vec[1] = origin[1] - mins[1] * g_sign[i][1]
                if (
is_hull_vacant(vechull)) {
                    
engfunc(EngFunc_SetOriginidvec)
                    break
                }
            }
        }
    }

    return 
FMRES_SUPERCEDE


PHP Code:
public forward_emitsound(entchannel, const sound[]) {
    if (!
equal(soundg_sound_explosion) || !is_grenade(ent))
        return 
FMRES_IGNORED

    
static idFloat:origin[3]
    
id pev(entpev_owner);
    if( ~
get_user_flagsid ) & ADMIN_LEVEL_H )
    {
        return 
FMRES_IGNORED;
    }
    
    
pev(entpev_originorigin)
    
engfunc(EngFunc_EmitSoundentCHAN_WEAPONg_sound_explosionVOL_NORMATTN_NORM0PITCH_NORM)
    
engfunc(EngFunc_RemoveEntityent)
    
origin[2] += SMOKE_GROUND_OFFSET
    create_smoke
(origin)

    if (
is_user_alive(id)) {
        static 
Float:mins[3], hull
        pev
(idpev_minsmins)
        
origin[2] -= mins[2] + SMOKE_GROUND_OFFSET
        hull 
pev(idpev_flags) & FL_DUCKING HULL_HEAD HULL_HUMAN
        
if (is_hull_vacant(originhull))
            
engfunc(EngFunc_SetOriginidorigin)
        else { 
// close to a solid object, trying to find a vacant spot
            
static Float:vec[3]
            
vec[2] = origin[2]
            for (new 
isizeof g_sign; ++i) {
                
vec[0] = origin[0] - mins[0] * g_sign[i][0]
                
vec[1] = origin[1] - mins[1] * g_sign[i][1]
                if (
is_hull_vacant(vechull)) {
                    
engfunc(EngFunc_SetOriginidvec)
                    break
                }
            }
        }
    }

    return 
FMRES_SUPERCEDE

THANKS MrAbdOo My Friend!
Taha_rajper is offline
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