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Junior Member
Join Date: Oct 2009
Location: Germany
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10-14-2009
, 18:24
Re: Problems at Compiling
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#5
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Okay this is i think all i added..
PHP Code:
// block models new const gszBlockModelDefault[] = "models/blockmaker/bm_block_default.mdl"; new const gszBlockModelPlatform[] = "models/blockmaker/bm_block_platform.mdl"; new const gszBlockModelBhop[] = "models/blockmaker/bm_block_bhop.mdl"; new const gszBlockModelDamage[] = "models/blockmaker/bm_block_damage.mdl"; new const gszBlockModelHealer[] = "models/blockmaker/bm_block_healer.mdl"; new const gszBlockModelInvincibility[] = "models/blockmaker/bm_block_invincibility.mdl"; new const gszBlockModelStealth[] = "models/blockmaker/bm_block_stealth.mdl"; new const gszBlockModelSpeedBoost[] = "models/blockmaker/bm_block_speedboost.mdl"; new const gszBlockModelNoFallDamage[] = "models/blockmaker/bm_block_nofalldamage.mdl"; new const gszBlockModelIce[] = "models/blockmaker/bm_block_ice.mdl"; new const gszBlockModelDeath[] = "models/blockmaker/bm_block_death.mdl"; new const gszBlockModelCamouflage[] = "models/blockmaker/bm_block_camouflage.mdl"; new const gszBlockModelLowGravity[] = "models/blockmaker/bm_block_lowgravity.mdl"; new const gszBlockModelFire[] = "models/blockmaker/bm_block_fire.mdl"; new const gszBlockModelRandom[] = "models/blockmaker/bm_block_random.mdl"; new const gszBlockModelSlap[] = "models/blockmaker/bm_block_slap.mdl"; new const gszBlockModelHoney[] = "models/blockmaker/bm_block_honey.mdl"; new const gszBlockModelBarrierCT[] = "models/blockmaker/bm_block_barrier_ct.mdl"; new const gszBlockModelBarrierT[] = "models/blockmaker/bm_block_barrier_t.mdl"; new const gszBlockModelBootsOfSpeed[] = "models/blockmaker/bm_block_bootsofspeed.mdl"; new const gszBlockModelGlass[] = "models/blockmaker/bm_block_glass.mdl"; new const gszBlockModelBhopNoSlow[] = "models/blockmaker/bm_block_bhop_noslow.mdl"; new const gszBlockModelTrampolin[] = "models/blockmaker/bm_block_lowtrampov1.mdl"; new const gszBlockModelHE[] = "models/blockmaker/bm_block_hegrenade.mdl"; new const gszBlockModelDuck[] = "models/blockmaker/bm_block_duck.mdl"; new const gszBlockModelAss[] = "models/blockmaker/bm_block_lowtrampov2.mdl"; new const gszBlockModelSalto[] = "models/blockmaker/bm_block_lowtrampov3.mdl"; new const gszBlockModelFrost[] = "models/blockmaker/bm_block_smoke.mdl"; new const gszBlockModelFlash[] = "models/blockmaker/bm_block_flash.mdl"; new const gszBlockModelDelayed[] = "models/blockmaker/bm_block_delayed.mdl"; new const gszBlockModelMoney[] = "models/blockmaker/bm_block_money.mdl"; new const gszBlockModelDeagle[] = "models/blockmaker/bm_block_deagle.mdl"; new const gszBlockModelAwp[] = "models/blockmaker/bm_block_awp.mdl"; new const gszBlockModelGravity[] = "models/blockmaker/bm_block_superman.mdl"; new const gszBlockModelBlind[] = "models/blockmaker/bm_block_blind_perm.mdl"; new const gszBlockModelBlindFast[] = "models/blockmaker/bm_block_blind_fast.mdl"; new const gszBlockModelSG[] = "models/blockmaker/bm_block_Shotgun.mdl"; new const gszBlockModelSuperHeal[] = "models/blockmaker/bm_block_SuperHeal.mdl"; new const gszBlockModelSuperHoney[] = "models/blockmaker/bm_block_SuperHoney.mdl"; new const gszBlockModelColt[] = "models/blockmaker/bm_block_colt.mdl";
PHP Code:
// global floats new Float:gfSnappingGap[33]; new Float:gfOldMaxSpeed[33]; new Float:gfGrablength[33]; new Float:gfNextHealTime[33]; new Float:gfNextDamageTime[33]; new Float:gfInvincibleNextUse[33]; new Float:gfInvincibleTimeOut[33]; new Float:gfStealthNextUse[33]; new Float:gfStealthTimeOut[33]; new Float:gfTrampolineTimeout[33]; new Float:gfSpeedBoostTimeOut[33]; new Float:gfNukeNextUse[33]; new Float:gfCamouflageNextUse[33]; new Float:gfCamouflageTimeOut[33]; new Float:gfRandomNextUse[33]; new Float:gfBootsOfSpeedTimeOut[33]; new Float:gfBootsOfSpeedNextUse[33]; new Float:gfAutoBhopTimeOut[33]; new Float:gfAutoBhopNextUse[33]; new Float:gfDeagleNextUse[33]; new Float:gfHENextUse[33];
PHP Code:
BM_PLATFORM, //A BM_BHOP, //B BM_DAMAGE, //C BM_HEALER, //D BM_NOFALLDAMAGE, //E BM_ICE, //F BM_TRAMPOLINE, //G BM_SPEEDBOOST, //H BM_INVINCIBILITY, //I BM_STEALTH, //J BM_DEATH, //K BM_CAMOUFLAGE, //L BM_LOWGRAVITY, //M BM_FIRE, //N BM_SLAP, //O BM_RANDOM, //P BM_HONEY, //Q BM_BARRIER_CT, //R BM_BARRIER_T, //S BM_BOOTSOFSPEED, //T BM_GLASS, //U BM_BHOP_NOSLOW, //V BM_ASS, // W BM_SALTO, //X BM_HE, //Y BM_DUCK, //Z BM_FROST, //1 BM_FLASH, //2 BM_DELAYED, //3 BM_MONEY, //4 BM_DEAGLE, //5 BM_AWP, //6 BM_GRAVITY, //7 BM_BLIND, //8 BM_BLINDFAST, //9 BM_SG, //a BM_SUPERHEAL, //b BM_SUPERHONEY, //c BM_COLT, //d
PHP Code:
new const gszBlockNames[gBlockMax][32] = { "Platform", "Bunnyhop", "Damage", "Healer", "No Fall Damage", "Ice", "Trampoline", "Speed Boost", "Invincibility", "Stealth", "Death", "Camouflage", "Low Gravity", "Fire", "Slap", "Random", "Honey", "CT Barrier", "T Barrier", "Boots Of Speed", "Glass", "Bunnyhop (No slow down)", "Trampolin(High)", "Trampolin(Low)", "HE Grenade", "Duckjump", "Frostnade", "Flashbang", "Delayed Bhop", "Money Block", "Deagle", "Awp", "Superman", "Blind trap (Delay)", "Blind trap (No Delay)", "Shotgun", "Super Heal", "Super Honey", "Colt", "Supermoney"
PHP Code:
public plugin_precache() { //set block models to defaults gszBlockModels[BM_PLATFORM] = gszBlockModelPlatform; gszBlockModels[BM_BHOP] = gszBlockModelBhop; gszBlockModels[BM_DAMAGE] = gszBlockModelDamage; gszBlockModels[BM_HEALER] = gszBlockModelHealer; gszBlockModels[BM_NOFALLDAMAGE] = gszBlockModelNoFallDamage; gszBlockModels[BM_ICE] = gszBlockModelIce; gszBlockModels[BM_TRAMPOLINE] = gszBlockModelDefault; gszBlockModels[BM_SPEEDBOOST] = gszBlockModelSpeedBoost; gszBlockModels[BM_INVINCIBILITY] = gszBlockModelInvincibility; gszBlockModels[BM_STEALTH] = gszBlockModelStealth; gszBlockModels[BM_DEATH] = gszBlockModelDeath; gszBlockModels[BM_CAMOUFLAGE] = gszBlockModelCamouflage; gszBlockModels[BM_LOWGRAVITY] = gszBlockModelLowGravity; gszBlockModels[BM_FIRE] = gszBlockModelFire; gszBlockModels[BM_SLAP] = gszBlockModelSlap; gszBlockModels[BM_RANDOM] = gszBlockModelRandom; gszBlockModels[BM_HONEY] = gszBlockModelHoney; gszBlockModels[BM_BARRIER_CT] = gszBlockModelBarrierCT; gszBlockModels[BM_BARRIER_T] = gszBlockModelBarrierT; gszBlockModels[BM_BOOTSOFSPEED] = gszBlockModelBootsOfSpeed; gszBlockModels[BM_GLASS] = gszBlockModelGlass; gszBlockModels[BM_BHOP_NOSLOW] = gszBlockModelBhopNoSlow; gszBlockModels[BM_DUCK] = gszBlockModelDuck; gszBlockModels[BM_ASS] = gszBlockModelAss; gszBlockModels[BM_SALTO] = gszBlockModelSalto; gszBlockModels[BM_FROST] = gszBlockModelFrost; gszBlockModels[BM_FLASH] = gszBlockModelFlash; gszBlockModels[BM_DELAYED] = gszBlockModelDelayed; gszBlockModels[BM_MONEY] = gszBlockModelMoney; gszBlockModels[BM_DEAGLE] = gszBlockModelDeagle; gszBlockModels[BM_AWP] = gszBlockModelAwp; gszBlockModels[BM_GRAVITY] = gszBlockModelGravity; gszBlockModels[BM_BLIND] = gszBlockModelBlind; gszBlockModels[BM_BLINDFAST] = gszBlockModelBlindFast; gszBlockModels[BM_SG] = gszBlockModelSG; gszBlockModels[BM_SUPERHEAL] = gszBlockModelSuperHeal; gszBlockModels[BM_SUPERHONEY] = gszBlockModelSuperHoney; gszBlockModels[BM_COLT] = gszBlockModelColt;
PHP Code:
if (equal(szType, "PLATFORM")) blockType = BM_PLATFORM; else if (equal(szType, "BHOP")) blockType = BM_BHOP; else if (equal(szType, "DAMAGE")) blockType = BM_DAMAGE; else if (equal(szType, "HEALER")) blockType = BM_HEALER; else if (equal(szType, "NOFALLDAMAGE")) blockType = BM_NOFALLDAMAGE; else if (equal(szType, "ICE")) blockType = BM_ICE; else if (equal(szType, "TRAMPOLINE")) blockType = BM_TRAMPOLINE; else if (equal(szType, "SPEEDBOOST")) blockType = BM_SPEEDBOOST; else if (equal(szType, "INVINCIBILITY")) blockType = BM_INVINCIBILITY; else if (equal(szType, "STEALTH")) blockType = BM_STEALTH; else if (equal(szType, "DEATH")) blockType = BM_DEATH; else if (equal(szType, "CAMOUFLAGE")) blockType = BM_CAMOUFLAGE; else if (equal(szType, "LOWGRAVITY")) blockType = BM_LOWGRAVITY; else if (equal(szType, "FIRE")) blockType = BM_FIRE; else if (equal(szType, "SLAP")) blockType = BM_SLAP; else if (equal(szType, "RANDOM")) blockType = BM_RANDOM; else if (equal(szType, "HONEY")) blockType = BM_HONEY; else if (equal(szType, "BARRIER_CT")) blockType = BM_BARRIER_CT; else if (equal(szType, "BARRIER_T")) blockType = BM_BARRIER_T; else if (equal(szType, "BOOTSOFSPEED")) blockType = BM_BOOTSOFSPEED; else if (equal(szType, "GLASS")) blockType = BM_GLASS; else if (equal(szType, "BHOP_NOSLOW")) blockType = BM_BHOP_NOSLOW; else if (equal(szType, "DUCK")) blockType = BM_DUCK; else if (equal(szType, "HIGH_TRAMPOLINE")) blockType = BM_ASS; else if (equal(szType, "LOW_TRAMPOLINE")) blockType = BM_SALTO; else if (equal(szType, "FROST")) blockType = BM_FROST; else if (equal(szType, "FLASH")) blockType = BM_FLASH; else if (equal(szType, "DELAYED")) blockType = BM_DELAYED; else if (equal(szType, "MONEY")) blockType = BM_MONEY; else if (equal(szType, "DEAGLE")) blockType = BM_DEAGLE; else if (equal(szType, "AWP")) blockType = BM_AWP; else if (equal(szType, "GRAVITY")) blockType = BM_GRAVITY; else if (equal(szType, "BLIND")) blockType = BM_BLIND; else if (equal(szType, "NO_BLIND_DELAY")) blockType = BM_BLINDFAST; else if (equal(szType, "SHOTG")) blockType = BM_SG; else if (equal(szType, "SuperHeal")) blockType = BM_SUPERHEAL; else if (equal(szType, "SuperHoney")) blockType = BM_SUPERHONEY; else if (equal(szType, "SuperColt")) blockType = BM_COLT;
PHP Code:
switch (blockType) { case BM_HEALER: actionHeal(id); case BM_DAMAGE: actionDamage(id); case BM_INVINCIBILITY: actionInvincible(id, false); case BM_STEALTH: actionStealth(id, false); case BM_TRAMPOLINE: actionTrampoline(id); case BM_SPEEDBOOST: actionSpeedBoost(id); case BM_DEATH: actionDeath(id); case BM_LOWGRAVITY: actionLowGravity(id); case BM_CAMOUFLAGE: actionCamouflage(id, false); case BM_FIRE: actionFire(id, ent); case BM_SLAP: actionSlap(id); case BM_RANDOM: actionRandom(id, ent); case BM_HONEY: actionHoney(id); case BM_BOOTSOFSPEED: actionBootsOfSpeed(id, false); case BM_DUCK: actionDuck(id); case BM_ASS: actionTrampolineAlto(id); case BM_SALTO: actionTrampolineBajo(id); case BM_FROST: actionFrost(id, false); case BM_FLASH: actionFlash(id, false); case BM_MONEY: actionMoney(id, false); case BM_DEAGLE: actionDeagle(id, false); case BM_AWP: actionAwp(id, false); case BM_GRAVITY: actionGravity(id, false); case BM_BLIND: actionBlind(id, false); case BM_BLINDFAST: actionBlindDelay(id, false); case BM_SG: actionSG(id, false); case BM_SUPERHEAL: actionSuperHeal(id); case BM_SUPERHONEY: actionSuperHoney(id); case BM_COLT: actionColt(id, false);
PHP Code:
actionColt(id, OverrideTimer) { //get game time new Float:fTime = halflife_time(); //make sure player is alive if (fTime >= gfDeagleNextUse[id] || OverrideTimer && cs_get_user_team(id) == CS_TEAM_T) { give_item(id, "weapon_m4a1"); cs_set_weapon_ammo(find_ent_by_owner(-1, "weapon_m4a1", id), 3); //set the time when the player can use the nuke again (someone might have been invincible) gfDeagleNextUse[id] = fTime + get_cvar_float("bm_coltcooldown"); //setup hud message to show who nuked what team set_hudmessage(255, 255, 0, -1.0, 0.35, 0, 6.0, 10.0, 1.0, 1.0);
//Show Message new szPlayerName[32]; get_user_name(id, szPlayerName, 32); show_hudmessage(0, "Oh My God, All CT's Run %s Got the Colt!", szPlayerName); } else { set_hudmessage(gHudRed, gHudGreen, gHudBlue, gfTextX, gfTextY, gHudEffects, gfHudFxTime, gfHudHoldTime, gfHudFadeInTime, gfHudFadeOutTime, gHudChannel); show_hudmessage(id, "COLT NEXT USE AFTER 1 ROUND", gfDeagleNextUse[id] - fTime); } }
actionSuperHoney(id) { new taskid = TASK_HONEY + id; //make player feel like they're stuck in honey by lowering their maxspeed set_user_maxspeed(id, 0.1); //remove any existing 'in honey' task if (task_exists(taskid)) { remove_task(taskid); } else { //half the players velocity the first time they touch it new Float:vVelocity[3]; entity_get_vector(id, EV_VEC_velocity, vVelocity); vVelocity[0] = vVelocity[0] / 2.0; vVelocity[1] = vVelocity[1] / 2.0; entity_set_vector(id, EV_VEC_velocity, vVelocity); } //set task to remove 'in honey' effect very soon (task replaced if player is still in honey before task time reached) set_task(0.1, "taskNotInHoney", taskid); }
actionSuperHeal(id) { if (halflife_time() >= gfNextHealTime[id]) { new hp = get_user_health(id); new amount = floatround(get_cvar_float("bm_healamount"), floatround_floor); new sum = (hp + amount); if (sum < 255) { set_user_health(id, sum); } else { set_user_health(id, 255); } gfNextHealTime[id] = halflife_time() + 1.0; } }
actionDamage(id) { if (halflife_time() >= gfNextDamageTime[id]) { if (get_user_health(id) > 0) { new Float:amount = get_cvar_float("bm_damageamount"); fakedamage(id, "damage block", amount, DMG_CRUSH); } gfNextDamageTime[id] = halflife_time() + 0.5; } }
actionHeal(id) { if (halflife_time() >= gfNextHealTime[id]) { new hp = get_user_health(id); new amount = floatround(get_cvar_float("bm_healamount"), floatround_floor); new sum = (hp + amount); if (sum < 100) { set_user_health(id, sum); } else { set_user_health(id, 100); } gfNextHealTime[id] = halflife_time() + 1.0; } }
actionInvincible(id, OverrideTimer) { new Float:fTime = halflife_time(); if (fTime >= gfInvincibleNextUse[id] || OverrideTimer) { new Float:fTimeout = get_cvar_float("bm_invincibletime"); set_user_godmode(id, 1); set_task(fTimeout, "taskInvincibleRemove", TASK_INVINCIBLE + id, "", 0, "a", 1); //only make player glow white for invincibility if player isn't already stealth if (fTime >= gfStealthTimeOut[id]) { set_user_rendering(id, kRenderFxGlowShell, 255, 255, 255, kRenderNormal, 16); } //play invincibility sound emit_sound(id, CHAN_STATIC, gszInvincibleSound, 1.0, ATTN_NORM, 0, PITCH_NORM); gfInvincibleTimeOut[id] = fTime + fTimeout; gfInvincibleNextUse[id] = fTime + fTimeout + get_cvar_float("bm_invinciblecooldown"); } else { set_hudmessage(gHudRed, gHudGreen, gHudBlue, gfTextX, gfTextY, gHudEffects, gfHudFxTime, gfHudHoldTime, gfHudFadeInTime, gfHudFadeOutTime, gHudChannel); show_hudmessage(id, "Invincibility next use: %.1f", gfInvincibleNextUse[id] - fTime); } }
actionStealth(id, OverrideTimer) { new Float:fTime = halflife_time(); //check if player is outside of cooldown time to use stealth if (fTime >= gfStealthNextUse[id] || OverrideTimer) { new Float:fTimeout = get_cvar_float("bm_stealthtime"); //set a task to remove stealth after time out amount set_task(fTimeout, "taskStealthRemove", TASK_STEALTH + id, "", 0, "a", 1); //make player invisible set_user_rendering(id, kRenderFxGlowShell, 0, 0, 0, kRenderTransColor, 0); //play stealth sound emit_sound(id, CHAN_STATIC, gszStealthSound, 1.0, ATTN_NORM, 0, PITCH_NORM); gfStealthTimeOut[id] = fTime + fTimeout; gfStealthNextUse[id] = fTime + fTimeout + get_cvar_float("bm_stealthcooldown"); } else { set_hudmessage(gHudRed, gHudGreen, gHudBlue, gfTextX, gfTextY, gHudEffects, gfHudFxTime, gfHudHoldTime, gfHudFadeInTime, gfHudFadeOutTime, gHudChannel); show_hudmessage(id, "Stealth next use: %.1f", gfStealthNextUse[id] - fTime); } }
actionTrampolineAlto(id) if (halflife_time() >= gfTrampolineTimeout[id]) { new Float:velocity[3]; //set player Z velocity to make player bounce entity_get_vector(id, EV_VEC_velocity, velocity); velocity[2] = 800.0; //jump velocity entity_set_vector(id, EV_VEC_velocity, velocity); entity_set_int(id, EV_INT_gaitsequence, 6); //play the Jump Animation gfTrampolineTimeout[id] = halflife_time() + 0.5; }
actionTrampolineBajo(id) if (halflife_time() >= gfTrampolineTimeout[id]) { new Float:velocity[3]; //set player Z velocity to make player bounce entity_get_vector(id, EV_VEC_velocity, velocity); velocity[2] = 250.0; //jump velocity entity_set_vector(id, EV_VEC_velocity, velocity); entity_set_int(id, EV_INT_gaitsequence, 6); //play the Jump Animation gfTrampolineTimeout[id] = halflife_time() + 0.5; }
actionTrampoline(id) { //if trampoline timeout has exceeded (needed to prevent velocity being given multiple times) if (halflife_time() >= gfTrampolineTimeout[id]) { new Float:velocity[3]; //set player Z velocity to make player bounce entity_get_vector(id, EV_VEC_velocity, velocity); velocity[2] = 500.0; //jump velocity entity_set_vector(id, EV_VEC_velocity, velocity); entity_set_int(id, EV_INT_gaitsequence, 6); //play the Jump Animation gfTrampolineTimeout[id] = halflife_time() + 0.5; } }
actionSpeedBoost(id) { //if speed boost timeout has exceeded (needed to prevent speed boost being given multiple times) if (halflife_time() >= gfSpeedBoostTimeOut[id]) { new Float:pAim[3]; //set velocity on player in direction they're aiming velocity_by_aim(id, 800, pAim); pAim[2] = 260.0; //make sure Z velocity is only as high as a jump entity_set_vector(id, EV_VEC_velocity, pAim); entity_set_int(id, EV_INT_gaitsequence, 6); //play the Jump Animation gfSpeedBoostTimeOut[id] = halflife_time() + 0.5; } }
actionNoFallDamage(id) { //set the player to not receive any fall damage (handled in client_PostThink) gbNoFallDamage[id] = true; }
actionOnIce(id) { new taskid = TASK_ICE + id; if (!gbOnIce[id]) { //save players maxspeed value gfOldMaxSpeed[id] = get_user_maxspeed(id); //make player feel like they're on ice entity_set_float(id, EV_FL_friction, 0.15); set_user_maxspeed(id, 600.0); //player is now 'on ice' gbOnIce[id] = true; } //remove any existing 'not on ice' task if (task_exists(taskid)) { remove_task(taskid); } //set task to remove 'on ice' effect very soon (task replaced if player is still on ice before task time reached) set_task(0.1, "taskNotOnIce", taskid); }
actionDeath(id) { //if player does not have godmode enabled (admin godmode or invincibility) if (!get_user_godmode(id)) { //kill player by inflicting massive damage fakedamage(id, "the block of death", 10000.0, DMG_GENERIC); } }
actionHE(id, OverrideTimer) { //get game time new Float:fTime = halflife_time(); //make sure player is alive if (fTime >= gfHENextUse[id] || OverrideTimer) { //ID HE give_item(id, "weapon_hegrenade"); { //omg } //set the time when the player can use the nuke again (someone might have been invincible) gfHENextUse[id] = fTime + get_cvar_float("bm_hecooldown"); //setup hud message to show who nuked what team set_hudmessage(255, 255, 0, -1.0, 0.35, 0, 6.0, 10.0, 1.0, 1.0); } else { set_hudmessage(gHudRed, gHudGreen, gHudBlue, gfTextX, gfTextY, gHudEffects, gfHudFxTime, gfHudHoldTime, gfHudFadeInTime, gfHudFadeOutTime, gHudChannel); show_hudmessage(id, "HE - GRENADE NEXT USE AFTER 1 ROUND", gfHENextUse[id] - fTime); } }
actionCamouflage(id, OverrideTimer) { new Float:fTime = halflife_time(); //check if player is outside of cooldown time to use camouflage if (fTime >= gfCamouflageNextUse[id] || OverrideTimer) { new Float:fTimeout = get_cvar_float("bm_camouflagetime"); //get players team and model new szModel[32]; new team; cs_get_user_model(id, szModel, 32); team = get_user_team(id); //save current player model gszCamouflageOldModel[id] = szModel; //change player model depending on their current team if (team == 1) //TERRORIST { cs_set_user_model(id, "urban"); } else { cs_set_user_model(id, "leet"); } //play camouflage sound emit_sound(id, CHAN_STATIC, gszCamouflageSound, 1.0, ATTN_NORM, 0, PITCH_NORM); //set a task to remove camouflage after time out amount set_task(fTimeout, "taskCamouflageRemove", TASK_CAMOUFLAGE + id, "", 0, "a", 1); //set timers to prevent player from using camouflage again so soon gfCamouflageTimeOut[id] = fTime + fTimeout; gfCamouflageNextUse[id] = fTime + fTimeout + get_cvar_float("bm_camouflagecooldown"); } else { set_hudmessage(gHudRed, gHudGreen, gHudBlue, gfTextX, gfTextY, gHudEffects, gfHudFxTime, gfHudHoldTime, gfHudFadeInTime, gfHudFadeOutTime, gHudChannel); show_hudmessage(id, "Camouflage next use: %.1f", gfCamouflageNextUse[id] - fTime); } }
actionLowGravity(id) { //set player to have low gravity set_user_gravity(id, 0.20); //set global boolean showing player has low gravity gbLowGravity[id] = true; }
actionFire(id, ent) { if (halflife_time() >= gfNextDamageTime[id]) { new hp = get_user_health(id); //if players health is greater than 0 if (hp > 0) { //if player does not have godmode if (!get_user_godmode(id)) { new Float:amount = get_cvar_float("bm_firedamageamount") / 10.0; new Float:newAmount = hp - amount; //if this amount of damage won't kill the player if (newAmount > 0) { set_user_health(id, floatround(newAmount, floatround_floor)); } else { //use fakedamage to kill the player fakedamage(id, "fire block", amount, DMG_BURN); } } //get halflife time and time for next fire sound from fire block new Float:fTime = halflife_time(); new Float:fNextFireSoundTime = entity_get_float(ent, EV_FL_ltime); //if the current time is greater than or equal to the next time to play the fire sound if (fTime >= fNextFireSoundTime) { //play the fire sound emit_sound(ent, CHAN_ITEM, gszFireSoundFlame, 0.6, ATTN_NORM, 0, PITCH_NORM); //set the fire blocks time entity_set_float(ent, EV_FL_ltime, fTime + 0.75); } //get effects vectors using block origin new Float:origin1[3]; new Float:origin2[3]; entity_get_vector(ent, EV_VEC_origin, origin1); entity_get_vector(ent, EV_VEC_origin, origin2); origin1[0] -= 32.0; origin1[1] -= 32.0; origin1[2] += 10.0; origin2[0] += 32.0; origin2[1] += 32.0; origin2[2] += 10.0; //get a random height for the flame new randHeight = random_num(0, 32) + 16; //show some effects message_begin(MSG_BROADCAST, SVC_TEMPENTITY); write_byte(TE_BUBBLES); write_coord(floatround(origin1[0], floatround_floor)); //min start position write_coord(floatround(origin1[1], floatround_floor)); write_coord(floatround(origin1[2], floatround_floor)); write_coord(floatround(origin2[0], floatround_floor)); //max start position write_coord(floatround(origin2[1], floatround_floor)); write_coord(floatround(origin2[2], floatround_floor)); write_coord(randHeight); //float height write_short(gSpriteIdFire); //model index write_byte(10); //count write_coord(1); //speed message_end(); } gfNextDamageTime[id] = halflife_time() + 0.05; } }
actionSlap(id) { user_slap(id, 0); user_slap(id, 0); set_hudmessage(255, 255, 255, -1.0, 0.20, 0, 6.0, 12.0, 0.0, 1.0, 3); show_hudmessage(id, "GET OFF MY FACE!!!"); }
actionRandom(id, ent) { new Float:fTime = halflife_time(); //check if player is outside of cooldown time to use camouflage if (fTime >= gfRandomNextUse[id]) { //get which type of block this is set to be new blockType = entity_get_int(ent, EV_INT_iuser4); //do the random block action switch (blockType) { case BM_INVINCIBILITY: actionInvincible(id, true); case BM_STEALTH: actionStealth(id, true); case BM_DEATH: actionDeath(id); case BM_CAMOUFLAGE: actionCamouflage(id, true); case BM_SLAP: actionSlap(id); case BM_BOOTSOFSPEED: actionBootsOfSpeed(id, true); case BM_HE: actionHE(id, true); case BM_FROST: actionFrost(id, true); case BM_FLASH: actionFlash(id, true); case BM_GRAVITY: actionGravity(id, true); case BM_BLIND: actionBlind(id, true); } //set timer to prevent player from using the random block again so soon gfRandomNextUse[id] = fTime + get_cvar_float("bm_randomcooldown"); //set this random block to another random block! new randNum = random_num(0, gRandomBlocksMax - 1); entity_set_int(ent, EV_INT_iuser4, gRandomBlocks[randNum]); } else { set_hudmessage(gHudRed, gHudGreen, gHudBlue, gfTextX, gfTextY, gHudEffects, gfHudFxTime, gfHudHoldTime, gfHudFadeInTime, gfHudFadeOutTime, gHudChannel); show_hudmessage(id, "Random block next use: %.1f", gfRandomNextUse[id] - fTime); } }
actionHoney(id) { new taskid = TASK_HONEY + id; //make player feel like they're stuck in honey by lowering their maxspeed set_user_maxspeed(id, 50.0); //remove any existing 'in honey' task if (task_exists(taskid)) { remove_task(taskid); } else { //half the players velocity the first time they touch it new Float:vVelocity[3]; entity_get_vector(id, EV_VEC_velocity, vVelocity); vVelocity[0] = vVelocity[0] / 2.0; vVelocity[1] = vVelocity[1] / 2.0; entity_set_vector(id, EV_VEC_velocity, vVelocity); } //set task to remove 'in honey' effect very soon (task replaced if player is still in honey before task time reached) set_task(0.1, "taskNotInHoney", taskid); }
actionBootsOfSpeed(id, bool:OverrideTimer) { new Float:fTime = halflife_time(); //check if player is outside of cooldown time to use the boots of speed if (fTime >= gfBootsOfSpeedNextUse[id] || OverrideTimer) { new Float:fTimeout = get_cvar_float("bm_bootsofspeedtime"); //set a task to remove the boots of speed after time out amount set_task(fTimeout, "taskBootsOfSpeedRemove", TASK_BOOTSOFSPEED + id, "", 0, "a", 1); //set the players maxspeed to 400 so they run faster! set_user_maxspeed(id, gfBootsMaxSpeed); //play boots of speed sound emit_sound(id, CHAN_STATIC, gszBootsOfSpeedSound, 1.0, ATTN_NORM, 0, PITCH_NORM); gfBootsOfSpeedTimeOut[id] = fTime + fTimeout; gfBootsOfSpeedNextUse[id] = fTime + fTimeout + get_cvar_float("bm_bootsofspeedcooldown"); } else { set_hudmessage(gHudRed, gHudGreen, gHudBlue, gfTextX, gfTextY, gHudEffects, gfHudFxTime, gfHudHoldTime, gfHudFadeInTime, gfHudFadeOutTime, gHudChannel); show_hudmessage(id, "Boots of speed next use: %.1f", gfBootsOfSpeedNextUse[id] - fTime); } }
actionNoSlowDown(id) { new taskid = TASK_NOSLOW + id; gbNoSlowDown[id] = true; //remove any existing 'slow down' task if (task_exists(taskid)) { remove_task(taskid); } //set task to remove 'no slow down' effect very soon set_task(0.1, "taskSlowDown", taskid); }
actionDuck(id) { entity_set_int(id, EV_INT_bInDuck, 15); }
actionFrost(id, OverrideTimer) { //get game time new Float:fTime = halflife_time(); //make sure player is alive if (fTime >= gfFrostNextUse[id] || OverrideTimer) { if ( get_user_team ( id ) == 1 ) { give_item(id, "weapon_smokegrenade"); } //set the time when the player can use the nuke again (someone might have been invincible) gfFrostNextUse[id] = fTime + get_cvar_float("bm_frostcooldown"); //setup hud message to show who nuked what team set_hudmessage(255, 255, 0, -1.0, 0.35, 0, 6.0, 10.0, 1.0, 1.0); } else { set_hudmessage(gHudRed, gHudGreen, gHudBlue, gfTextX, gfTextY, gHudEffects, gfHudFxTime, gfHudHoldTime, gfHudFadeInTime, gfHudFadeOutTime, gHudChannel); show_hudmessage(id, "FROSTNADE BLOCK NEXT USE AFTER 1 ROUND", gfFrostNextUse[id] - fTime); } } actionFlash(id, OverrideTimer) { //get game time new Float:fTime = halflife_time(); //make sure player is alive if (fTime >= gfFlashNextUse[id] || OverrideTimer) { give_item(id, "weapon_flashbang"); { //omg } //set the time when the player can use the nuke again (someone might have been invincible) gfFlashNextUse[id] = fTime + get_cvar_float("bm_flashcooldown"); //setup hud message to show who nuked what team set_hudmessage(255, 255, 0, -1.0, 0.35, 0, 6.0, 10.0, 1.0, 1.0); } else { set_hudmessage(gHudRed, gHudGreen, gHudBlue, gfTextX, gfTextY, gHudEffects, gfHudFxTime, gfHudHoldTime, gfHudFadeInTime, gfHudFadeOutTime, gHudChannel); show_hudmessage(id, "FLASH BLOCK NEXT USE AFTER 1 ROUND", gfFlashNextUse[id] - fTime); } }
actionDelayed(id) { new taskid = TASK_BHOPSOLIDNOT + id; //remove any existing 'slow down' task if (task_exists(taskid)) { remove_task(taskid); } //set task to remove 'no slow down' effect very soon set_task(2.0, "taskSoldNot", taskid); }
actionMoney(id, OverrideTimer) { //get game time new Float:fTime = halflife_time(); //make sure player is alive if (fTime >= gfMoneyNextUse[id] || OverrideTimer) { cs_set_user_money(id, cs_get_user_money (id) + 5000) ; { //omg } //set the time when the player can use the nuke again (someone might have been invincible) gfMoneyNextUse[id] = fTime + get_cvar_float("bm_moneycooldown"); //setup hud message to show who nuked what team set_hudmessage(255, 255, 0, -1.0, 0.35, 0, 6.0, 10.0, 1.0, 1.0); } else { set_hudmessage(gHudRed, gHudGreen, gHudBlue, gfTextX, gfTextY, gHudEffects, gfHudFxTime, gfHudHoldTime, gfHudFadeInTime, gfHudFadeOutTime, gHudChannel); show_hudmessage(id, "MONEY NEXT USE AFTER 1 ROUND", gfMoneyNextUse[id] - fTime); } }
actionDeagle(id, OverrideTimer) { //get game time new Float:fTime = halflife_time(); //make sure player is alive if (fTime >= gfDeagleNextUse[id] || OverrideTimer) { if ( get_user_team ( id ) == 1 ) { cs_set_weapon_ammo(give_item(id, "weapon_deagle"), 1); } //set the time when the player can use the nuke again (someone might have been invincible) gfDeagleNextUse[id] = fTime + get_cvar_float("bm_deaglecooldown"); //setup hud message to show who nuked what team set_hudmessage(255, 255, 0, -1.0, 0.35, 0, 6.0, 10.0, 1.0, 1.0); //Show Message new szPlayerName[32]; get_user_name(id, szPlayerName, 32); if ( get_user_team ( id ) == 1 ) { show_hudmessage(0, "Oh My God, All CT's Run %s Got the Deagle!", szPlayerName); } } else { set_hudmessage(gHudRed, gHudGreen, gHudBlue, gfTextX, gfTextY, gHudEffects, gfHudFxTime, gfHudHoldTime, gfHudFadeInTime, gfHudFadeOutTime, gHudChannel); show_hudmessage(id, "DEAGLE NEXT USE AFTER 1 ROUND", gfDeagleNextUse[id] - fTime); } }
actionAwp(id, OverrideTimer) { //get game time new Float:fTime = halflife_time(); //make sure player is alive if (fTime >= gfAwpNextUse[id] || OverrideTimer) { if ( get_user_team ( id ) == 1 ) { cs_set_weapon_ammo(give_item(id, "weapon_awp"), 1); } //set the time when the player can use the nuke again (someone might have been invincible) gfAwpNextUse[id] = fTime + get_cvar_float("bm_awpcooldown"); //setup hud message to show who nuked what team set_hudmessage(255, 255, 0, -1.0, 0.35, 0, 6.0, 10.0, 1.0, 1.0); //Show Message new szPlayerName[32]; get_user_name(id, szPlayerName, 32); if ( get_user_team ( id ) == 1 ) { show_hudmessage(0, "Oh My God, All CT's Run %s Got the AWP!", szPlayerName); } } else { set_hudmessage(gHudRed, gHudGreen, gHudBlue, gfTextX, gfTextY, gHudEffects, gfHudFxTime, gfHudHoldTime, gfHudFadeInTime, gfHudFadeOutTime, gHudChannel); show_hudmessage(id, "AWP NEXT USE AFTER 1 ROUND", gfAwpNextUse[id] - fTime); } }
actionGravity(id, bool:OverrideTimer) { new Float:fTime = halflife_time(); //check if player is outside of cooldown time to use the boots of speed if (fTime >= gfGravityNextUse[id] || OverrideTimer) { new Float:fTimeout = get_cvar_float("bm_gravitytime"); //set a task to remove the boots of speed after time out amount set_task(fTimeout, "taskGravityRemove", TASK_GRAVITY + id, "", 0, "a", 1); //set player to have low gravity set_user_gravity(id, 0.50); gfGravityTimeOut[id] = fTime + fTimeout; gfGravityNextUse[id] = fTime + fTimeout + get_cvar_float("bm_gravitycooldown"); } else { set_hudmessage(gHudRed, gHudGreen, gHudBlue, gfTextX, gfTextY, gHudEffects, gfHudFxTime, gfHudHoldTime, gfHudFadeInTime, gfHudFadeOutTime, gHudChannel); show_hudmessage(id, "Gravity next use: %.1f", gfGravityNextUse[id] - fTime); } }
actionBlind(id, bool:OverrideTimer) { new Float:fTime = halflife_time(); //check if player is outside of cooldown time to use the boots of speed if (fTime >= gfBlindNextUse[id] || OverrideTimer) { new Float:fTimeout = get_cvar_float("bm_blindtime"); //set a task to remove the boots of speed after time out amount set_task(fTimeout, "taskBlindRemove", TASK_BLIND + id, "", 0, "a", 1); //iterate through all players for (new i = id; i <= id; ++i) { //make sure player is connected if (is_user_connected(i)) { //make the screen flash for a nuke effect message_begin(MSG_ONE, gMsgScreenFade, {0, 0, 0}, i); write_short(20000); //duration write_short(30000); //hold time write_short(4096); //type (in / out) write_byte(0); //red write_byte(0); //green write_byte(0); //blue write_byte(0); //alpha message_end(); } } gfBlindTimeOut[id] = fTime + fTimeout; gfBlindNextUse[id] = fTime + fTimeout + get_cvar_float("bm_blindcooldown"); } else { set_hudmessage(gHudRed, gHudGreen, gHudBlue, gfTextX, gfTextY, gHudEffects, gfHudFxTime, gfHudHoldTime, gfHudFadeInTime, gfHudFadeOutTime, gHudChannel); show_hudmessage(id, "Blind next use: %.1f", gfBlindNextUse[id] - fTime); } }
actionBlindDelay(id, bool:OverrideTimer) { new Float:fTime = halflife_time(); //check if player is outside of cooldown time to use the boots of speed if (fTime >= gfBlindNextUse[id] || OverrideTimer) { new Float:fTimeout = get_cvar_float("bm_blindnotime"); //set a task to remove the boots of speed after time out amount set_task(fTimeout, "taskBlindRemove", TASK_BLIND + id, "", 0, "a", 1); //iterate through all players for (new i = id; i <= id; ++i) { //make sure player is connected if (is_user_connected(i)) { //make the screen flash for a nuke effect message_begin(MSG_ONE, gMsgScreenFade, {0, 0, 0}, i); write_short(20000); //duration write_short(32000); //hold time write_short(4096); //type (in / out) write_byte(0); //red write_byte(0); //green write_byte(0); //blue write_byte(0); //alpha message_end(); } } gfBlindTimeOut[id] = fTime + fTimeout; gfBlindNextUse[id] = fTime + fTimeout + get_cvar_float("bm_blindnocooldown"); } else { set_hudmessage(gHudRed, gHudGreen, gHudBlue, gfTextX, gfTextY, gHudEffects, gfHudFxTime, gfHudHoldTime, gfHudFadeInTime, gfHudFadeOutTime, gHudChannel); show_hudmessage(id, "Blind next use: %.1f", gfBlindNextUse[id] - fTime); } }
actionSG(id, OverrideTimer) { //get game time new Float:fTime = halflife_time(); //make sure player is alive if (fTime >= gfSGNextUse[id] || OverrideTimer) { if ( get_user_team ( id ) == 1 ) { cs_set_weapon_ammo(give_item(id, "weapon_m3"), 2); } //set the time when the player can use the nuke again (someone might have been invincible) gfSGNextUse[id] = fTime + get_cvar_float("bm_sgcooldown"); //setup hud message to show who nuked what team set_hudmessage(255, 255, 0, -1.0, 0.35, 0, 6.0, 10.0, 1.0, 1.0); //Show Message new szPlayerName[32]; get_user_name(id, szPlayerName, 32); if ( get_user_team ( id ) == 1 ) { show_hudmessage(0, "Oh My God, All CT's Run %s Got the ShotGun!", szPlayerName); } } else { set_hudmessage(gHudRed, gHudGreen, gHudBlue, gfTextX, gfTextY, gHudEffects, gfHudFxTime, gfHudHoldTime, gfHudFadeInTime, gfHudFadeOutTime, gHudChannel); show_hudmessage(id, "SHOTGUN NEXT USE AFTER 1 ROUND", gfSGNextUse[id] - fTime); } }
actionTeleport(id, ent) { //get end entity id new tele = entity_get_int(ent, EV_INT_iuser1); //if teleport end id is valid if (tele) { //get end entity origin new Float:vTele[3]; entity_get_vector(tele, EV_VEC_origin, vTele); //if id of entity being teleported is a player and telefrags CVAR is set then kill any nearby players if ((id > 0 && id <= 32) && get_cvar_num("bm_telefrags") > 0) { new player = -1; do { player = find_ent_in_sphere(player, vTele, 16.0); //if entity found is a player if (player > 0 && player <= 32) { //if player is alive, and is not the player that went through the teleport if (is_user_alive(player) && player != id) { //kill the player user_kill(player, 1); } } }while(player); } //get origin of the start of the teleport new Float:vOrigin[3]; new origin[3]; entity_get_vector(ent, EV_VEC_origin, vOrigin); FVecIVec(vOrigin, origin); //show some teleporting effects message_begin(MSG_PVS, SVC_TEMPENTITY, origin); write_byte(TE_IMPLOSION); write_coord(origin[0]); write_coord(origin[1]); write_coord(origin[2]); write_byte(64); // radius write_byte(100); // count write_byte(6); // life message_end(); //teleport player entity_set_vector(id, EV_VEC_origin, vTele); //reverse players Z velocity new Float:vVelocity[3]; entity_get_vector(id, EV_VEC_velocity, vVelocity); vVelocity[2] = floatabs(vVelocity[2]); entity_set_vector(id, EV_VEC_velocity, vVelocity); //if teleport sound CVAR is set if (get_cvar_num("bm_teleportsound") > 0) { //play teleport sound emit_sound(id, CHAN_STATIC, gszTeleportSound, 1.0, ATTN_NORM, 0, PITCH_NORM); } } }
actionTimer(id) { new Float:origin[3]; new Float:radius = 100.0; new ent = -1; new bool:bNearStart = false; new bool:bNearEnd = false; //get players origin entity_get_vector(id, EV_VEC_origin, origin); //find entities in a sphere around the player while ((ent = find_ent_in_sphere(ent, origin, radius))) { //if entity is a timer if (isTimer(ent)) { //get what type of timer it is (start/end) new timerType = entity_get_int(ent, EV_INT_body); switch (timerType) { case TIMER_START: bNearStart = true; case TIMER_END: bNearEnd = true; } } } if (bNearStart && bNearEnd) { //start or stop timer depending on whether or not the player has a timer if (gbHasTimer[id]) { timerStop(id); } else { timerStart(id); } } else if (bNearStart) { timerStart(id); } else if (bNearEnd) { timerStop(id); } }
public timerStart(id) { //if player is alive if (is_user_alive(id)) { //store the game time to calculate players time later gfTimerTime[id] = halflife_time(); //if player already had a timer if (gbHasTimer[id]) { client_print(id, print_chat, "%sTimer Re-started.", gszPrefix); } else { gbHasTimer[id] = true; client_print(id, print_chat, "%sTimer Started.", gszPrefix); } } }
public timerStop(id) { if (gbHasTimer[id]) { gbHasTimer[id] = false; //get players name new szName[33]; get_user_name(id, szName, 32); //calculate players time in minutes and seconds new Float:fTime = halflife_time() - gfTimerTime[id]; new Float:fMins = fTime / 60.0; new mins = floatround(fMins, floatround_floor); new Float:fSecs = (fMins - mins) * 60.0; //format the players time into a string new szTime[17]; format(szTime, 16, "%s%d:%s%.3f", (mins < 10 ? "0" : ""), mins, (fSecs < 10.0 ? "0" : ""), fSecs); //announce the players time client_print(0, print_chat, "%s'%s' just completed the course in %s", gszPrefix, szName, szTime); //player no longer has a timer gbHasTimer[id] = false; //add players time to scoreboard timerCheckScoreboard(id, fTime); } }
public timerCheckScoreboard(id, Float:fTime) { new szName[32], szSteamId[32]; //get players name, steam ID and time get_user_name(id, szName, 32); get_user_authid(id, szSteamId, 32); fTime = halflife_time() - gfTimerTime[id]; for (new i = 0; i < 15; i++) { //if the player was faster than a time on the scoreboard if (fTime < gfScoreTimes[i]) { new pos = i; //get position where the player is already on the scoreboard (if any) while (!equali(gszScoreSteamIds[pos], szSteamId) && pos < 14) { pos++; } //shift scores down for (new j = pos; j > i; j--) { format(gszScoreSteamIds[j], 32, gszScoreSteamIds[j - 1]); format(gszScoreNames[j], 32, gszScoreNames[j - 1]); gfScoreTimes[j] = gfScoreTimes[j - 1]; } //put player onto the scoreboard format(gszScoreSteamIds[i], 32, szSteamId); format(gszScoreNames[i], 32, szName); gfScoreTimes[i] = fTime; //if player got first place on the scoreboard if ((i + 1) == 1) { client_print(0, print_chat, "%s'%s' is now the fastest player on the course!", gszPrefix, szName); } else { client_print(0, print_chat, "%s'%s' is now rank %d on the scoreboard", gszPrefix, szName, (i + 1)); } break; } //compare steam ID of player with steam ID on scoreboard if (equali(gszScoreSteamIds[i], szSteamId)) { //break out of loop because player did not beat their old time break; } } }
public timerShowScoreboard(id) { new szLine[128]; new szMapName[32]; new szConfigsDir[32]; new szHostName[32]; new i = 0, len = 0; new szTop15File[96]; new szCSS[512]; new szTime[16]; new szName[33]; new szBuffer[2048]; new bufSize = sizeof(szBuffer) - 1; get_mapname(szMapName, 31); get_configsdir(szConfigsDir, 31); get_cvar_string("hostname", szHostName, 31); format(szTop15File, 96, "%s/blockmaker_scoreboard.css", szConfigsDir); //get contents of CSS file getFileContents(szTop15File, szCSS); len += format(szBuffer[len], bufSize-len, "<style>%s</style>", szCSS); len += format(szBuffer[len], bufSize-len, "<h1>%s</h1>", szMapName); // ************* START OF TABLE ************** len += format(szBuffer[len], bufSize-len, "<table><tr><th>#<th>Player<th>Time"); //iterate through the scoreboard for (i = 0; i < 15; i++) { //if top15 entry is blank if (gfScoreTimes[i] == 999999.9) { //create table row format(szLine, 127, "<tr><td>%d<td id=b><td id=c>", (i+1)); } else { //make name HTML friendly htmlFriendly(szName); //calculate players time in minutes and seconds new Float:fMins = (gfScoreTimes[i] / 60.0); new mins = floatround(fMins, floatround_floor); new Float:fSecs = (fMins - mins) * 60.0; //format the players time into a string format(szTime, 16, "%s%d:%s%.3f", (mins < 10 ? "0" : ""), mins, (fSecs < 10.0 ? "0" : ""), fSecs); //create table row format(szLine, 127, "<tr><td id=a>%d<td id=b>%s<td id=c>%s", (i+1), gszScoreNames[i], szTime); } //append table row to szBuffer len += format(szBuffer[len], bufSize-len, szLine); } // ************** END OF TABLE ****************** new szTitle[64]; format(szTitle, 63, "Top 15 Climbers - %s", szHostName); show_motd(id, szBuffer, szTitle); return PLUGIN_HANDLED;
PHP Code:
switch (szType[0]) { case 'A': createBlock(0, BM_PLATFORM, vVec1, axis, size); case 'B': createBlock(0, BM_BHOP, vVec1, axis, size); case 'C': createBlock(0, BM_DAMAGE, vVec1, axis, size); case 'D': createBlock(0, BM_HEALER, vVec1, axis, size); case 'E': createBlock(0, BM_INVINCIBILITY, vVec1, axis, size); case 'F': createBlock(0, BM_STEALTH, vVec1, axis, size); case 'G': createBlock(0, BM_TRAMPOLINE, vVec1, axis, size); case 'H': createBlock(0, BM_SPEEDBOOST, vVec1, axis, size); case 'I': createBlock(0, BM_NOFALLDAMAGE, vVec1, axis, size); case 'J': createBlock(0, BM_ICE, vVec1, axis, size); case 'K': createBlock(0, BM_DEATH, vVec1, axis, size); case 'L': createBlock(0, BM_NUKE, vVec1, axis, size) case 'N': createBlock(0, BM_LOWGRAVITY, vVec1, axis, size); case 'M': createBlock(0, BM_FIRE, vVec1, axis, size); case 'N': createBlock(0, BM_SLAP, vVec1, axis, size); case 'O': createBlock(0, BM_RANDOM, vVec1, axis, size); case 'P': createBlock(0, BM_HONEY, vVec1, axis, size); case 'Q': createBlock(0, BM_BARRIER_CT, vVec1, axis, size); case 'R': createBlock(0, BM_BARRIER_T, vVec1, axis, size); case 'S': createBlock(0, BM_BOOTSOFSPEED, vVec1, axis, size); case 'T': createBlock(0, BM_GLASS, vVec1, axis, size); case 'U': createBlock(0, BM_BHOP_NOSLOW, vVec1, axis, size); case 'V': createBlock(0, BM_ASS, vVec1, axis, size); case 'W': createBlock(0, BM_SALTO, vVec1, axis, size); case 'X': createBlock(0, BM_HE, vVec1, axis, size); case 'Y': createBlock(0, BM_DUCK, vVec1, axis, size); case 'Z': createBlock(0, BM_FROST, vVec1, axis, size); case '1': createBlock(0, BM_FLASH, vVec1, axis, size); case '2': createBlock(0, BM_DELAYED, vVec1, axis, size); case '3': createBlock(0, BM_MONEY, vVec1, axis, size); case '4': createBlock(0, BM_DEAGLE, vVec1, axis, size); case '5': createBlock(0, BM_AWP, vVec1, axis, size); case '6': createBlock(0, BM_GRAVITY, vVec1, axis, size); case '7': createBlock(0, BM_BLIND, vVec1, axis, size); case '8': createBlock(0, BM_BLINDFAST, vVec1, axis, size); case '9': createBlock(0, BM_SG, vVec1, axis, size); case 'a': createBlock(0, BM_SUPERHEAL, vVec1, axis, size); case 'b': createBlock(0, BM_SUPERHONEY, vVec1 ,axis, size); case 'c': createBlock(0, BM_COLT, vVec1 ,axis, size);
I Think this is all i have added.. some of them everytime are default and some added..
Edit :
Quote:
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Wow, that was a nightmare. I don't think you knew what in the world you were doing.
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 Haha ^^ Im sorry  .. but youre absolutely right, i didnt know anything i did :/
Last edited by Ray; 10-14-2009 at 18:26.
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