Senior Member
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05-13-2016
, 22:14
Help with sprite
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#1
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Can edit the shape of sprites to show this form of ZP ?
PHP Code:
#include <amxmodx>
#include <fakemeta>
#include <engine>
new ts_win_sprite, ct_win_sprite
public plugin_precache()
{
ct_win_sprite = precache_model("sprites/human_win.spr")
ts_win_sprite = precache_model("sprites/zombie_win.spr" )
}
public plugin_init()
{
register_plugin("Round End Sprites Effect", "1.1", "Krtola")
register_event("SendAudio", "t_win", "a", "2&%!MRAD_terwin")
register_event("SendAudio", "ct_win", "a", "2&%!MRAD_ctwin")
}
public t_win()
{
static id;
for(id = 1 ; id <= get_maxplayers() ; id++)
{
if(!is_user_connected(id))
continue;
zombies_win_Effects(id)
}
}
public ct_win()
{
static id;
for(id = 1 ; id <= get_maxplayers() ; id++)
{
if(!is_user_connected(id))
continue;
humans_win_Effects(id)
}
}
public humans_win_Effects(id)
{
new Float: HumanOrigin[ 3 ]
entity_get_vector( id, EV_VEC_origin, HumanOrigin )
engfunc( EngFunc_MessageBegin, MSG_ONE_UNRELIABLE, SVC_TEMPENTITY, HumanOrigin, id)
write_byte( TE_SPRITETRAIL )
engfunc( EngFunc_WriteCoord, HumanOrigin[ 0 ] )
engfunc( EngFunc_WriteCoord, HumanOrigin[ 1 ] )
engfunc( EngFunc_WriteCoord, HumanOrigin[ 2 ] + 200)
engfunc( EngFunc_WriteCoord, HumanOrigin[ 0 ] )
engfunc( EngFunc_WriteCoord, HumanOrigin[ 1 ] )
engfunc( EngFunc_WriteCoord, HumanOrigin[ 2 ] + 200 )
write_short( ct_win_sprite )
write_byte( 4 )
write_byte( 30 )
write_byte( 5 )
write_byte( 75 )
write_byte( 70 )
message_end( )
}
public zombies_win_Effects(id)
{
new Float: HumanOrigin[ 3 ]
entity_get_vector( id, EV_VEC_origin, HumanOrigin )
engfunc( EngFunc_MessageBegin, MSG_ONE_UNRELIABLE, SVC_TEMPENTITY, HumanOrigin, id)
write_byte( TE_SPRITETRAIL )
engfunc( EngFunc_WriteCoord, HumanOrigin[ 0 ] )
engfunc( EngFunc_WriteCoord, HumanOrigin[ 1 ] )
engfunc( EngFunc_WriteCoord, HumanOrigin[ 2 ] + 200)
engfunc( EngFunc_WriteCoord, HumanOrigin[ 0 ] )
engfunc( EngFunc_WriteCoord, HumanOrigin[ 1 ] )
engfunc( EngFunc_WriteCoord, HumanOrigin[ 2 ] + 200 )
write_short( ts_win_sprite )
write_byte( 4 )
write_byte( 30 )
write_byte( 5 )
write_byte( 75 )
write_byte( 70 )
message_end( )
}
Form zombie plague ->
PHP Code:
#include <amxmodx>
#include <fakemeta>
#include <xs>
// Distance at which the sprite is placed from the users screen
// DO NOT EDIT UNNECESSARILY!
#define DISTANCE 12
new g_player_ent[33], g_bit_connected_user, g_stop_frame[33]
// Connected players macros
#define player_is_connected(%1) (g_bit_connected_user |= (1 << (%1 & 31)))
#define player_disconnected(%1) (g_bit_connected_user &= ~(1 << (%1 & 31)))
#define is_player_connected(%1) ((1 <= %1 <= 32) && (g_bit_connected_user & (1 << (%1 & 31))))
public plugin_init()
{
// Register the plugin and the main forward
register_plugin("[ZP] Addon: Sprites On HUD", "1.0", "@bdul!");
register_forward(FM_AddToFullPack, "fm_add_to_fullpack", 1)
}
public plugin_natives()
{
// Lets register some natives
register_native("zp_display_hud_sprite", "native_display_hud_sprite", 1)
register_native("zp_remove_hud_sprite", "native_remove_hud_sprite", 1)
}
public fm_add_to_fullpack(es, e, ent, host, host_flags, player, p_set)
{
// Valid player ?
if (!is_player_connected(host))
return FMRES_IGNORED;
// Player haves a valid sprite entity
if (ent == g_player_ent[host])
{
static Float:origin[3], Float:forvec[3], Float:voffsets[3]
// Retrieve player's origin
pev(host, pev_origin, origin)
pev(host, pev_view_ofs, voffsets)
xs_vec_add(origin, voffsets, origin)
// Get a forward vector in the direction of player's aim
velocity_by_aim(host, DISTANCE, forvec)
// Set the sprite on the new origin
xs_vec_add(origin, forvec, origin)
engfunc(EngFunc_SetOrigin, ent, origin)
set_es(es, ES_Origin, origin)
// Make the sprite visible
set_es(es, ES_RenderMode, kRenderNormal)
set_es(es, ES_RenderAmt, 200)
// Sprite animation already stopped ?
if (!g_stop_frame[host])
return FMRES_IGNORED
// Stop the animation at the desired frame
if (pev(ent, pev_frame) == g_stop_frame[host])
{
set_pev(ent, pev_framerate, 0.0)
g_stop_frame[host] = 0
}
}
// Stupid compiler !!
return FMRES_IGNORED
}
public client_putinserver(id)
{
// Player connected
player_is_connected(id)
// Marks bots as disconnected players (so sprites are'nt displayed to them)
if (is_user_bot(id)) player_disconnected(id)
// Remove sprite entity if present
if (pev_valid(g_player_ent[id]))
remove_sprite_entity(id)
}
public client_disconnect(id)
{
// Player disconnected
player_disconnected(id)
// Remove sprite entity if present
if (pev_valid(g_player_ent[id]))
remove_sprite_entity(id)
}
public native_display_hud_sprite(id, const sprite_name[], Float:sprite_size, sprite_stopframe, Float:sprite_framerate)
{
// Invalid player ?
if (!is_player_connected(id))
return -1;
// Already haves a sprite on his hud
if (g_player_ent[id])
return -1;
// Strings passed byref
param_convert(2)
// Invalid sprite ?
if (!sprite_name[0])
return -1;
// Create an entity for the player
g_player_ent[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "env_sprite"))
// Invalid entity ?
if (!pev_valid(g_player_ent[id]))
return -1;
// Set some basic properties
set_pev(g_player_ent[id], pev_takedamage, 0.0)
set_pev(g_player_ent[id], pev_solid, SOLID_NOT)
set_pev(g_player_ent[id], pev_movetype, MOVETYPE_NONE)
// Set the sprite model
engfunc(EngFunc_SetModel, g_player_ent[id], sprite_name)
// Set the rendering on the entity
set_pev(g_player_ent[id], pev_rendermode, kRenderTransAlpha)
set_pev(g_player_ent[id], pev_renderamt, 0.0)
// Set the sprite size
set_pev(g_player_ent[id], pev_scale, sprite_size)
// Update sprite's stopping frame
g_stop_frame[id] = sprite_stopframe
// Allow animation of sprite ?
if (g_stop_frame[id] && sprite_framerate > 0.0)
{
// Set the sprites animation time, framerate and stop frame
set_pev(g_player_ent[id], pev_animtime, get_gametime())
set_pev(g_player_ent[id], pev_framerate, sprite_framerate)
// Spawn the sprite entity (necessary to play the sprite animations)
set_pev(g_player_ent[id], pev_spawnflags, SF_SPRITE_STARTON)
dllfunc(DLLFunc_Spawn, g_player_ent[id])
}
return g_player_ent[id];
}
public native_remove_hud_sprite(id)
{
// Invalid player ?
if (!is_player_connected(id))
return -1;
// Doesnt haves any sprite on his screen ?
if (!pev_valid(g_player_ent[id]))
return -1;
// Remove sprite entity
remove_sprite_entity(id)
return 1;
}
// Removes a sprite entity from world
remove_sprite_entity(id)
{
engfunc(EngFunc_RemoveEntity, g_player_ent[id])
g_player_ent[id] = 0
g_stop_frame[id] = 0
}
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Aprendiendo de nadie
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