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replace status to hud message


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eseqiiel
Junior Member
Join Date: Jan 2016
Old 01-06-2016 , 17:55   replace status to hud message
Reply With Quote #1

Code:
/* Plugin generated by AMXX-Studio */

#include <amxmodx>
#include <amxmisc>

#define PLUGIN "New Plug-In"
#define VERSION "1.0"
#define AUTHOR "author"


public msg_StatusValue(iMsgID, iDest, iClient)
{
if(!get_pcvar_num(g_pcvar_status_style))
return PLUGIN_CONTINUE

if(get_pcvar_num(g_pcvar_status_style) == 2 && !is_user_admin(iClient))
return PLUGIN_HANDLED

static value, status[2]

value = get_msg_arg_int(2)

if(value && get_msg_arg_int(1) == 1)
{
status[0] = iClient
status[1] = value
show_status(status)
}
return PLUGIN_HANDLED
}




public show_status(status[])
{
const Float:x = -1.0
const Float:y = 0.55

const r = 180
const g = 180
const b = 255

new id
new body
new name[32]
new	model[32]

get_user_name(status[1], name, 31)
get_user_info(status[1], "model", model, 31)

get_user_aiming(status[0], id, body)

if(id != status[1])
return

set_hudmessage(r, g, b, x, y, 0, 0.0, 0.8, 0.1, 0.5, -1)
ShowSyncHudMsg(status[0], g_HudSyncObj, "%s^n(%s)", name, model)
set_task(1.5 , "show_status" , status[0] + 4090 , status , 3)
}
Error: Undefined symbol "g_pcvar_status_style" on line 13
Error: Undefined symbol "g_pcvar_status_style" on line 16
Error: Undefined symbol "g_HudSyncObj" on line 58

Last edited by eseqiiel; 01-06-2016 at 18:04. Reason: ingles
eseqiiel is offline
Baws
Veteran Member
Join Date: Oct 2012
Old 01-06-2016 , 18:14   Re: replace status to hud message
Reply With Quote #2

Without the code no one can help you, but the errors states that they are undefined. Which means, they are not defined. It also means that they were never defined in your code.
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eseqiiel
Junior Member
Join Date: Jan 2016
Old 01-06-2016 , 18:20   Re: replace status to hud message
Reply With Quote #3

Quote:
Originally Posted by Baws View Post
Without the code no one can help you, but the errors states that they are undefined. Which means, they are not defined. It also means that they were never defined in your code.
what code?

Quote:
public msg_StatusValue(iMsgID, iDest, iClient)
{
if(!get_pcvar_num(g_pcvar_status_style))
return PLUGIN_CONTINUE

if(get_pcvar_num(g_pcvar_status_style) == 2 && !is_user_admin(iClient))
return PLUGIN_HANDLED

static value, status[2]

value = get_msg_arg_int(2)

if(value && get_msg_arg_int(1) == 1)
{
status[0] = iClient
status[1] = value
show_status(status)
}
return PLUGIN_HANDLED
}




public show_status(status[])
{
const Float = -1.0
const Float:y = 0.55

const r = 180
const g = 180
const b = 255

new id
new body
new name[32]
new model[32]

get_user_name(status[1], name, 31)
get_user_info(status[1], "model", model, 31)

get_user_aiming(status[0], id, body)

if(id != status[1])
return

set_hudmessage(r, g, b, x, y, 0, 0.0, 0.8, 0.1, 0.5, -1)
ShowSyncHudMsg(status[0], g_HudSyncObj, "%s^n(%s)", name, model)
set_task(1.5 , "show_status" , status[0] + 4090 , status , 3)
}
eseqiiel is offline
Baws
Veteran Member
Join Date: Oct 2012
Old 01-06-2016 , 19:36   Re: replace status to hud message
Reply With Quote #4

I'm asking for the full code.
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eseqiiel
Junior Member
Join Date: Jan 2016
Old 01-06-2016 , 19:50   Re: replace status to hud message
Reply With Quote #5

Quote:
Originally Posted by Baws View Post
I'm asking for the full code.
/* Plugin generated by AMXX-Studio */

#include <amxmodx>
#include <amxmisc>

#define PLUGIN "New Plug-In"
#define VERSION "1.0"
#define AUTHOR "author"


public msg_StatusValue(iMsgID, iDest, iClient)
{
if(!get_pcvar_num(g_pcvar_status_style))
return PLUGIN_CONTINUE

if(get_pcvar_num(g_pcvar_status_style) == 2 && !is_user_admin(iClient))
return PLUGIN_HANDLED

static value, status[2]

value = get_msg_arg_int(2)

if(value && get_msg_arg_int(1) == 1)
{
status[0] = iClient
status[1] = value
show_status(status)
}
return PLUGIN_HANDLED
}

This is
eseqiiel is offline
eseqiiel
Junior Member
Join Date: Jan 2016
Old 01-06-2016 , 19:52   Re: replace status to hud message
Reply With Quote #6

Quote:
#include <amxmodx>
#include <amxmisc>
#include <xs>
#include <fakemeta>
#include <engine>
#include <hamsandwich>


#define PLUGIN "Severian's Mod AMXX"
#define VERSION "1.36"
#define AUTHOR "LetiLetiLepestok"

#define GAME_DESCRIPTION "Severian's Mod+"


const Float:g_DamagePerShot = 25.0
const Float:g_DamageCrowbar = 50.0
const Float:g_SnarkThrowInterval = 0.1
const g_GibsDmg = 180
const g_HornetTrailTime = 10


const m_pPlayer = 28
const m_fInSpecialReload = 34
const m_flNextPrimaryAttack = 35
const m_flNextSecondaryAttack = 36
const m_flTimeWeaponIdle = 37
const m_iClip = 40
const m_pBeam = 176
const m_flNextAttack = 148
const LINUX_OFFSET_WEAPONS = 4
const LINUX_OFFSET_AMMO = 5
const OFFSET_AMMO_HEGRENADE = 319


new g_CrowbarSounds[2][64] = {"scientist/hello.wav", "scientist/hello2.wav"}

const Float:egon_RadiationDelay = 0.11
new Float:g_fRadiationDelay[33]

new g_OldClip[33]
new g_OldSpecialReload[33]
new g_LastTripmineAttack[33]
new g_SpawnsId[64]
new g_BlockSound
new g_MaxPlayers
new g_GrenadeAllocString
new g_HudSyncObj

new g_pcvar_fraglimit
new g_pcvar_timelimit
new g_pcvar_flashlight_style
new g_pcvar_snark_style
new g_pcvar_hornet_style
new g_pcvar_status_style
new g_pcvar_tripmine_style
new g_pcvar_spawnprotect_time
new g_pcvar_remove_map_equip
new g_pcvar_death_info
new g_pcvar_shotgun_gibs
new g_pcvar_shotgun_blod




public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR)

RegisterHam(Ham_Weapon_PrimaryAttack , "weapon_shotgun", "Shotgun_PrimaryAttack_Pre" , 0)
RegisterHam(Ham_Weapon_PrimaryAttack , "weapon_shotgun", "Shotgun_PrimaryAttack_Post", 1)
RegisterHam(Ham_Weapon_PrimaryAttack , "weapon_crossbow", "Crossbow_PrimaryAttack_Post", 1)
RegisterHam(Ham_Weapon_PrimaryAttack , "weapon_tripmine", "TripminePrimaryAttack_Pre", 0)
RegisterHam(Ham_Weapon_PrimaryAttack , "weapon_snark", "Snark_PrimaryAttack_Post", 1)
RegisterHam(Ham_Weapon_PrimaryAttack , "weapon_handgrenade", "Grenade_PrimaryAttack_Post", 1)

RegisterHam(Ham_Weapon_SecondaryAttack , "weapon_shotgun" , "Shotgun_SecondaryAttack_Pre" , 0)
RegisterHam(Ham_Weapon_SecondaryAttack , "weapon_shotgun" , "Shotgun_SecondaryAttack_Post", 1)
RegisterHam(Ham_Weapon_SecondaryAttack , "weapon_snark" , "Snark_SecondaryAttack_Post", 1)
RegisterHam(Ham_Weapon_SecondaryAttack , "weapon_handgrenade" , "Grenade_SecondaryAttack_Pre", 0)
RegisterHam(Ham_Weapon_SecondaryAttack , "weapon_handgrenade" , "Grenade_SecondaryAttack_Post", 1)
RegisterHam(Ham_Weapon_SecondaryAttack , "weapon_crossbow" , "Crossbow_SecondaryAttack_Post", 1)
RegisterHam(Ham_Weapon_SecondaryAttack , "weapon_tripmine" , "Tripmine_SecondaryAttack_Pre", 0)
RegisterHam(Ham_Weapon_SecondaryAttack , "weapon_crowbar" , "Crowbar_SecondaryAttack_Post", 1 )

RegisterHam(Ham_Weapon_Reload , "weapon_shotgun" , "Shotgun_Reload_Pre" , 0)
RegisterHam(Ham_Weapon_Reload , "weapon_shotgun" , "Shotgun_Reload_Post", 1)
RegisterHam(Ham_Weapon_Reload , "weapon_crossbow" , "Crossbow_Reload_Post", 1)

RegisterHam(Ham_Weapon_PrimaryAttack , "weapon_egon", "Egon_PrimaryAttack_Post" , 1)

RegisterHam(Ham_Touch , "grenade" , "Grenade_Touch", 0)

RegisterHam(Ham_Spawn , "monster_tripmine" , "TripMine_Spawn_Post", 0)
RegisterHam(Ham_Spawn , "player" , "Player_Spawn_Pre", 0)
RegisterHam(Ham_Spawn , "player" , "Player_Spawn_Post", 1)

RegisterHam(Ham_Killed , "player" , "Player_Death_Post", 1)

RegisterHam(Ham_Think , "monster_tripmine" , "TripMine_Think_Post", 1)

RegisterHam(Ham_TraceAttack , "player" , "fw_TraceAttack")
RegisterHam(Ham_TraceAttack , "worldspawn" , "fw_TraceAttackWorld")

RegisterHam(Ham_TakeDamage , "player" , "fw_TakeDamage")

register_forward(FM_EmitSound , "fwd_EmitSound")
register_forward(FM_SetModel , "fwd_SetModel")
register_forward(FM_GetGameDescription , "fwd_GetGameDescription")

register_message(get_user_msgid("Flashlight") , "msg_FlashLight")
register_message(get_user_msgid("StatusValue" ) , "msg_StatusValue")
register_message(SVC_TEMPENTITY , "msg_TempEntity" )

register_cvar("SevModAMXXversion", VERSION , FCVAR_SERVER|FCVAR_EXTDLL|FCVAR_SPONLY)
register_cvar("SevModAMXXauthor", AUTHOR , FCVAR_SERVER|FCVAR_EXTDLL|FCVAR_SPONLY)

g_pcvar_flashlight_style = register_cvar("sev_flashlight_style" , "1")
g_pcvar_snark_style = register_cvar("sev_snark_style" , "1")
g_pcvar_status_style = register_cvar("sev_status_style" , "1")
g_pcvar_hornet_style = register_cvar("sev_hornet_style" , "1")
g_pcvar_tripmine_style = register_cvar("sev_tripmine_style" , "1")
g_pcvar_death_info = register_cvar("sev_death_info" , "1")
g_pcvar_spawnprotect_time = register_cvar("sev_sp_time" , "1.0")
g_pcvar_remove_map_equip = register_cvar("sev_remove_map_equip" , "1")
g_pcvar_shotgun_gibs = register_cvar("sev_shotgun_gibs" , "1")
g_pcvar_shotgun_blod = register_cvar("sev_shotgun_bloodspray", "1")

g_pcvar_fraglimit = get_cvar_pointer("mp_fraglimit")
g_pcvar_timelimit = get_cvar_pointer("mp_timelimit")

g_GrenadeAllocString = engfunc(EngFunc_AllocString, "grenade")
g_HudSyncObj = CreateHudSyncObj()
g_MaxPlayers = get_maxplayers()
start_map()
}




public plugin_precache()
{
precache_sound("gonarch/gon_alert1.wav")
precache_sound("gonarch/gon_alert2.wav")
precache_sound("gonarch/gon_alert3.wav")
precache_sound("debris/beamstart4.wav")
precache_sound("weapons/glauncher.wav")
precache_sound("items/gunpickup2.wav")
precache_sound("weapons/glauncher.wav")
precache_sound("weapons/glauncher2.wav")
precache_sound(g_CrowbarSounds[0])
precache_sound(g_CrowbarSounds[1])

precache_model("models/chumtoad.mdl")
precache_model("sprites/b-tele1.spr")
precache_model("models/w_grenade.mdl")
precache_model("models/w_chainammo.mdl")
}




public start_map()
{
new cfg_dir[64]
new map_name[32]
new equip_file[128]
new no_eqip_file
new ent
new i

while((ent = engfunc(EngFunc_FindEntityByString, ent, "classname", "info_player_deathmatch")))
{
g_SpawnsId[i++] = ent
if(i == sizeof g_SpawnsId)
break
}

get_localinfo("amxx_configsdir", cfg_dir, charsmax(cfg_dir))
get_mapname(map_name, charsmax(map_name))
format(equip_file, charsmax(equip_file), "%s/maps/%s.ini", cfg_dir, map_name)

if(!file_exists(equip_file))
{
format(equip_file, charsmax(equip_file), "%s/equipment.ini", cfg_dir)

if(!file_exists(equip_file))
{
log_amx("No equipment file found.")
return
}
}
else
no_eqip_file = 1

if(file_size(equip_file) <
{
log_amx("Equipment file is too small.")
return
}

new text[36]
new equip_name[32]
new equip_num[3]
new line
new textsize

ent = 0

if(no_eqip_file || get_pcvar_num(g_pcvar_remove_map_equip))
{
while((ent = engfunc(EngFunc_FindEntityByString, ent, "classname", "game_player_equip")))
engfunc(EngFunc_RemoveEntity, ent)
}

ent = create_entity("game_player_equip")

log_amx("Reading equipment file: ^"%s^"", equip_file)

while(read_file(equip_file, line, text, charsmax(text), textsize))
{
line++
trim(text)

if(text[0] == ';')
continue

parse(text, equip_name, charsmax(equip_name), equip_num, charsmax(equip_num))

if(!str_to_num(equip_num))
continue

DispatchKeyValue(ent, equip_name , equip_num)

if(line > 4
break

//server_print("* [%d] '%s'^t^t^t^t'%s'", line, equip_name , equip_num)
equip_name = ""
equip_num = ""
}
DispatchSpawn(ent)
}




// ============================================= ======================== SHOTGUN & CROWBAR POWER =========================




public fw_TraceAttack(victim, inflictor, Float:damage, Float:direction[3], traceresult, damagebits)
{
if(!(1 <= inflictor <= g_MaxPlayers))
return HAM_IGNORED

static weapon
static Float:hitpoint[3]
static Float:vector[3]
static Float:bloodstart[3]

weapon = get_user_weapon(inflictor)

if(weapon == HLW_SHOTGUN)
{
SetHamParamFloat(3, g_DamagePerShot)

if(!get_pcvar_num(g_pcvar_shotgun_blod))
return HAM_IGNORED

get_tr2(traceresult, TR_vecEndPos, hitpoint)

xs_vec_mul_scalar(direction, random_float(100.0, 400.0), vector)
xs_vec_mul_scalar(direction, 50.0, bloodstart)
xs_vec_add(hitpoint, bloodstart, bloodstart)

message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BLOODSTREAM)
write_coord(floatround(bloodstart[0]))
write_coord(floatround(bloodstart[1]))
write_coord(floatround(bloodstart[2]))
write_coord(floatround(vector[0])) // x
write_coord(floatround(vector[1])) // y
write_coord(floatround(vector[2])) // z
write_byte(70) // color
write_byte(150) // speed
message_end()
return HAM_IGNORED
}

if(weapon == HLW_CROWBAR)
SetHamParamFloat(3, g_DamageCrowbar)

return HAM_IGNORED
}



public fw_TraceAttackWorld(victim, inflictor, Float:damage, Float:direction[3], traceresult, damagebits)
{
if(damagebits != DMG_BULLET)
return HAM_IGNORED

static Float:hitpoint[3]
get_tr2(traceresult, TR_vecEndPos, hitpoint)

message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_SPARKS)
write_coord(floatround(hitpoint[0]))
write_coord(floatround(hitpoint[1]))
write_coord(floatround(hitpoint[2]))
message_end()
return HAM_HANDLED
}



// ============================================= ======================== GIBS ==================================




public fw_TakeDamage(victim, inflictor, attacker, Float:damage, damage_type)
{
if(damage < g_GibsDmg || !(1 <= inflictor <= g_MaxPlayers) || !get_pcvar_num(g_pcvar_shotgun_gibs))
return HAM_IGNORED

if(get_user_weapon(inflictor) == HLW_SHOTGUN)
SetHamParamInteger(5, DMG_ALWAYSGIB)

return HAM_IGNORED
}




// ============================================= ======================== SHOTGUN SPEED =========================




public Shotgun_PrimaryAttack_Pre (const shotgun)
{
new player = get_pdata_cbase(shotgun, m_pPlayer, LINUX_OFFSET_WEAPONS)
g_OldClip[player] = get_pdata_int(shotgun, m_iClip, LINUX_OFFSET_WEAPONS)
}




public Shotgun_PrimaryAttack_Post (const shotgun)
{
new player = get_pdata_cbase(shotgun, m_pPlayer, LINUX_OFFSET_WEAPONS)

if (g_OldClip[player] <= 0)
return

set_pdata_float(shotgun, m_flNextPrimaryAttack , 0.6, LINUX_OFFSET_WEAPONS)
set_pdata_float(shotgun, m_flNextSecondaryAttack, 0.6, LINUX_OFFSET_WEAPONS)

if (get_pdata_int(shotgun, m_iClip, LINUX_OFFSET_WEAPONS) != 0)
set_pdata_float(shotgun, m_flTimeWeaponIdle, 2.0, LINUX_OFFSET_WEAPONS)
else
set_pdata_float(shotgun, m_flTimeWeaponIdle, 0.3, LINUX_OFFSET_WEAPONS)
}




public Shotgun_SecondaryAttack_Pre (const shotgun)
{
new player = get_pdata_cbase(shotgun, m_pPlayer, LINUX_OFFSET_WEAPONS)
g_OldClip[player] = get_pdata_int(shotgun, m_iClip, LINUX_OFFSET_WEAPONS)
}




public Shotgun_SecondaryAttack_Post (const shotgun)
{
new player = get_pdata_cbase(shotgun, m_pPlayer, LINUX_OFFSET_WEAPONS)

if (g_OldClip[player] <= 1)
return

set_pdata_float(shotgun, m_flNextPrimaryAttack , 0.4, LINUX_OFFSET_WEAPONS)
set_pdata_float(shotgun, m_flNextSecondaryAttack, 0.8, LINUX_OFFSET_WEAPONS)

if (get_pdata_int(shotgun, m_iClip, LINUX_OFFSET_WEAPONS) != 0)
set_pdata_float(shotgun, m_flTimeWeaponIdle, 3.0, LINUX_OFFSET_WEAPONS)
else
set_pdata_float(shotgun, m_flTimeWeaponIdle, 0.85, LINUX_OFFSET_WEAPONS)
}




public Shotgun_Reload_Pre (const shotgun)
{
new player = get_pdata_cbase(shotgun, m_pPlayer, LINUX_OFFSET_WEAPONS)
g_OldSpecialReload[player] = get_pdata_int(shotgun, m_fInSpecialReload, LINUX_OFFSET_WEAPONS)
}




public Shotgun_Reload_Post (const shotgun)
{
new player = get_pdata_cbase(shotgun, m_pPlayer, LINUX_OFFSET_WEAPONS)

switch (g_OldSpecialReload[player])
{
case 0 :
{
if (get_pdata_int(shotgun, m_fInSpecialReload, LINUX_OFFSET_WEAPONS) == 1)
{
set_pdata_float( player , m_flNextAttack, 0.3 )
set_pdata_float( shotgun, m_flTimeWeaponIdle , 0.1, LINUX_OFFSET_WEAPONS)
set_pdata_float( shotgun, m_flNextPrimaryAttack , 0.4, LINUX_OFFSET_WEAPONS)
set_pdata_float( shotgun, m_flNextSecondaryAttack, 0.5, LINUX_OFFSET_WEAPONS)
}
}
case 1 :
{
if (get_pdata_int(shotgun, m_fInSpecialReload, LINUX_OFFSET_WEAPONS) == 2)
set_pdata_float(shotgun, m_flTimeWeaponIdle, 0.1, LINUX_OFFSET_WEAPONS)
}
}
}




// ============================================= ======================== CROSSBOW SPEED ========================




public Crossbow_PrimaryAttack_Post (const crossbow)
set_pdata_float(crossbow, m_flNextPrimaryAttack , 0.4, LINUX_OFFSET_WEAPONS)





public Crossbow_SecondaryAttack_Post(const crossbow)
set_pdata_float(crossbow, m_flNextSecondaryAttack, 0.5, LINUX_OFFSET_WEAPONS)




public Crossbow_Reload_Post (const crossbow)
{
new player = get_pdata_cbase(crossbow, m_pPlayer, LINUX_OFFSET_WEAPONS)

set_pdata_float(player , m_flNextAttack, 2.0)
set_pdata_float(crossbow, m_flTimeWeaponIdle , 2.9, LINUX_OFFSET_WEAPONS)
set_pdata_float(crossbow, m_flNextPrimaryAttack , 2.1, LINUX_OFFSET_WEAPONS)
set_pdata_float(crossbow, m_flNextSecondaryAttack, 2.1, LINUX_OFFSET_WEAPONS)
}


// ============================================= ======================== EGON LEAKS =========================
public Egon_PrimaryAttack_Post( const iEntity )
{
new iPlayer = get_pdata_cbase( iEntity, m_pPlayer, LINUX_OFFSET_WEAPONS )
new Float:gametime = get_gametime()
if( is_user_alive( iPlayer ) )
{
// some damage to user
if ( (gametime - g_fRadiationDelay[ iPlayer ]) > egon_RadiationDelay )
{
g_fRadiationDelay[ iPlayer ] = gametime
ExecuteHamB(Ham_TakeDamage, iPlayer, 0, 0, 1.0,DMG_RADIATION)
}

}
}


// ============================================= ======================== SNARK MODEL & SOUND ===================




public fwd_EmitSound(ent, channel, sample[], Float:volume, Float:attn, flags, pitch)
{
if(g_BlockSound)
return FMRES_SUPERCEDE

new classname[32]
pev(ent, pev_classname, classname, 31)

if(equal(classname, "monster_tripmine") && equal(sample, "weapons/mine_activate.wav"))
{
TripMine_Beam(ent)
return FMRES_HANDLED
}

if(!get_pcvar_num(g_pcvar_snark_style) || !equal(classname, "monster_snark"))
return FMRES_IGNORED

replace (sample, 64, "squeek/sqk_hunt", "gonarch/gon_alert")

emit_sound(ent, channel, sample, volume, attn, 0, pitch)
return FMRES_SUPERCEDE
}




public fwd_SetModel(ent, model[])
{
if(get_pcvar_num(g_pcvar_snark_style) && equal(model, "models/w_squeak.mdl"))
{
engfunc(EngFunc_SetModel, ent, "models/chumtoad.mdl")
return FMRES_SUPERCEDE
}
return FMRES_IGNORED
}




// ============================================= ======================== SNARK INTERVAL ========================




public Snark_PrimaryAttack_Post(weapon)
set_pdata_float(weapon, m_flNextPrimaryAttack, g_SnarkThrowInterval, LINUX_OFFSET_WEAPONS)




// ============================================= ======================== SNARK TELEPORT ========================




public Snark_SecondaryAttack_Post(id)
{
new spawnId
new Floatrigin[3]
new Float:angles[3]
new player = pev(id, pev_owner)

new ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "cycler_sprite"))

set_pev(ent, pev_rendermode, kRenderTransAdd)
engfunc(EngFunc_SetModel, ent, "sprites/b-tele1.spr")

set_pev(ent, pev_renderamt, 255.0)
set_pev(ent, pev_animtime, 1.0)
set_pev(ent, pev_framerate, 50.0)
set_pev(ent, pev_frame, 10)

pev(player, pev_origin, origin)

set_pev(ent, pev_origin, origin)
dllfunc(DLLFunc_Spawn, ent)
set_pev(ent, pev_solid, SOLID_NOT)

emit_sound(ent, CHAN_AUTO, "debris/beamstart4.wav", 0.8, ATTN_NORM, 0, PITCH_NORM)

message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(TE_DLIGHT)
write_coord(floatround(origin[0]))
write_coord(floatround(origin[1]))
write_coord(floatround(origin[2]))
write_byte(35)
write_byte(80)
write_byte(255)
write_byte(100)
write_byte(80)
write_byte(60)
message_end()

spawnId = g_SpawnsId[random_num(0, strlen(g_SpawnsId) - 1)]

pev(spawnId, pev_origin, origin)
pev(spawnId, pev_angles, angles)

set_pev(player, pev_origin, origin)
set_pev(player, pev_angles, angles)
set_pev(player, pev_fixangle, 1)
set_pev(player, pev_velocity, {0.0, 0.0, 0.0})

emit_sound(player, CHAN_AUTO, "debris/beamstart4.wav", 0.5, ATTN_NORM, 0, PITCH_NORM)

message_begin(MSG_ONE, get_user_msgid("ScreenFade"), {0,0,0}, player)
write_short(1<<10)
write_short(1<<3)
write_short(0)
write_byte(100)
write_byte(255)
write_byte(100)
write_byte(150)
message_end()

set_pdata_float(id, m_flNextSecondaryAttack, 60.0, LINUX_OFFSET_WEAPONS)
set_task(0.5, "remove_telesprite_task", ent + 33453)
}




public remove_telesprite_task(ent)
{
ent -= 33453
if(pev_valid(ent))
engfunc(EngFunc_RemoveEntity, ent)
}




// ============================================= ======================== GRENADE SECONDARY =====================




public Grenade_SecondaryAttack_Pre(weapon)
{

new player = pev(weapon, pev_owner)
new ammo = get_pdata_int(player, OFFSET_AMMO_HEGRENADE, LINUX_OFFSET_AMMO)

if(!ammo)
return HAM_SUPERCEDE

new g_GrenadeSounds[2][48] = {"weapons/glauncher.wav", "weapons/glauncher2.wav"}

new Floatrigin[3]
new Float:velocity[3]
new Float:avelocity[3]
new Float:v_ofs[3]
new Float:angles[3]

ammo--

set_pdata_int(player, OFFSET_AMMO_HEGRENADE, ammo, LINUX_OFFSET_AMMO)

new ent = engfunc(EngFunc_CreateNamedEntity, g_GrenadeAllocString)

pev(player, pev_origin, origin)
pev(player, pev_view_ofs, v_ofs)
pev(player, pev_angles, angles)

origin[0] += v_ofs[0]
origin[1] += v_ofs[1]
origin[2] += v_ofs[2]

velocity_by_aim (player, 800, velocity)

avelocity[0] = random_float(-500.0, 100.0)
avelocity[2] = random_float(-100.0, 100.0)

set_pev(ent, pev_avelocity, avelocity)

set_pev(ent, pev_origin, origin)
set_pev(ent, pev_angles, angles)
set_pev(ent, pev_owner, player)
set_pev(ent, pev_gravity, 0.5)
set_pev(ent, pev_velocity, velocity)

dllfunc(DLLFunc_Spawn, ent)

set_pev(ent, pev_takedamage, DAMAGE_YES)
set_pev(ent, pev_health, 100.0)

engfunc(EngFunc_SetModel, ent, "models/w_grenade.mdl")

UTIL_PlayWeaponAnimation (player, 5)

if(ammo)
set_task(1.0, "grenade_draw_anim", player + 4454)

emit_sound(ent, CHAN_WEAPON, g_GrenadeSounds[random_num(0, 1)], 1.0, ATTN_NORM, 0, PITCH_NORM)
return HAM_HANDLED
}




public Grenade_SecondaryAttack_Post(weapon)
set_pdata_float (weapon, m_flNextSecondaryAttack, 5.0, LINUX_OFFSET_WEAPONS)




public grenade_draw_anim(player)
{
player -= 4454
if(get_user_weapon(player) == HLW_HANDGRENADE)
UTIL_PlayWeaponAnimation(player, 7)
}




public Grenade_Touch(ent)
ExecuteHam(Ham_TakeDamage, ent, 0, 0, 1000.0, 0)




public Grenade_PrimaryAttack_Post(weapon)
set_pdata_float (weapon, m_flNextSecondaryAttack, 1.0, LINUX_OFFSET_WEAPONS)





// ============================================= ======================== CROWBAR SECONDARY =====================




public Crowbar_SecondaryAttack_Post(weapon)
{
new player = pev(weapon, pev_owner)
set_pdata_float (weapon, m_flNextSecondaryAttack, 2.0, LINUX_OFFSET_WEAPONS)
emit_sound(player, CHAN_VOICE, g_CrowbarSounds[random_num(0,1)], 1.0, ATTN_NORM, 0, PITCH_NORM)
}




// ============================================= ======================== HORNET COLOR ==========================




public msg_TempEntity()
{
static r
static g
static b
static _max
static Float:multiplier
static classname[32]

if(!get_pcvar_num(g_pcvar_hornet_style) || get_msg_arg_int(1) != TE_BEAMFOLLOW)
return PLUGIN_CONTINUE

pev(get_msg_arg_int(2), pev_classname, classname, 31)

if(!equal(classname, "hornet"))
return PLUGIN_CONTINUE

r = random_num(0, 255)
g = random_num(0, 255)
b = random_num(0, 255)

_max = max(r, max(g, b))

if(_max < 255)
{
multiplier = 255.0 / _max
r = floatround(r * multiplier)
g = floatround(g * multiplier)
b = floatround(b * multiplier)
}

set_msg_arg_int(4, ARG_BYTE, g_HornetTrailTime)
set_msg_arg_int(6, ARG_BYTE, r)
set_msg_arg_int(7, ARG_BYTE, g)
set_msg_arg_int(8, ARG_BYTE, b)
set_msg_arg_int(9, ARG_BYTE, 200)
return PLUGIN_CONTINUE
}




// ============================================= ======================== TRIPMINE SECONDARY ====================




public TripminePrimaryAttack_Pre(weapon)
{
new player = pev(weapon, pev_owner)
g_LastTripmineAttack[player] = 1
return HAM_HANDLED
}




public Tripmine_SecondaryAttack_Pre(weapon)
{
if(!get_pcvar_num(g_pcvar_tripmine_style))
return HAM_SUPERCEDE

new player = pev(weapon, pev_owner)
g_LastTripmineAttack[player] = 2
ExecuteHam(Ham_Weapon_PrimaryAttack, weapon)
set_pdata_float (weapon, m_flNextSecondaryAttack, 0.3, LINUX_OFFSET_WEAPONS)
return HAM_SUPERCEDE
}




public TripMine_Spawn_Post(tripmine)
{
new player = pev(tripmine, pev_owner)
if(g_LastTripmineAttack[player] == 2)
{
set_pev(tripmine, pev_iuser4, player)
UTIL_PlayWeaponAnimation (player, 6)
}
}




public TripMine_Beam(tripmine)
{
if(!get_pcvar_num(g_pcvar_tripmine_style))
return HAM_IGNORED

new player = pev(tripmine, pev_iuser4)
new beam = get_pdata_cbase(tripmine, m_pBeam, 5)

if(player)
{
set_pev(beam, pev_body, 30)
set_pev(tripmine, pev_dmg, 225.0) // 150% damage
}
else
set_pev(beam, pev_body, 2)

set_pev(beam, pev_renderamt, 100.0)
set_pev(beam, pev_scale, 10.0)

TripMine_Think_Post(tripmine)
return false
}




public TripMine_Think_Post(tripmine)
{
if(!get_pcvar_num(g_pcvar_tripmine_style) || !pev_valid(tripmine))
return HAM_IGNORED

static Float:color_time

pev(tripmine, pev_fuser1, color_time)

if(color_time < get_gametime())
{
new Float:rgb[3]
new beam = get_pdata_cbase(tripmine, m_pBeam, 5)

if(!pev_valid(beam))
return HAM_IGNORED

rgb[0] = random_float(0.0, 255.0)
rgb[1] = random_float(0.0, 255.0)
rgb[2] = random_float(0.0, 255.0)

set_pev(beam, pev_animtime, random_float(100.0, 255.0))
set_pev(beam, pev_rendercolor, rgb)
set_pev(tripmine, pev_fuser1, get_gametime() + random_float(3.0, 20.0))
}
return HAM_IGNORED
}




// ============================================= ======================== SPAWN PROTECT & SPAWN SOUND ===========




public Player_Spawn_Pre(player)
g_BlockSound = 1




public Player_Spawn_Post(player)
{
const Floatpacity = 128.0
new Float:sp_time = get_pcvar_float(g_pcvar_spawnprotect_time)

g_BlockSound = 0

emit_sound(player, CHAN_AUTO, "items/gunpickup2.wav", 0.8, ATTN_NORM, 0, PITCH_NORM)

if(sp_time > 0)
{
set_pev(player, pev_takedamage, DAMAGE_NO)
set_pev(player, pev_rendermode, kRenderTransAlpha)
set_pev(player, pev_renderamt, opacity)
set_task(sp_time, "unset_spawn_protection", player + 8712)
}
}




public unset_spawn_protection(player)
{
player -= 8712
if(pev_valid(player))
{
set_pev(player, pev_takedamage, DAMAGE_AIM)
set_pev(player, pev_rendermode, kRenderNormal)
set_pev(player, pev_renderamt, 16.0)
}
}




// ============================================= ======================== PLAYER INFO ===========================




public msg_StatusValue(iMsgID, iDest, iClient)
{
if(!get_pcvar_num(g_pcvar_status_style))
return PLUGIN_CONTINUE

if(get_pcvar_num(g_pcvar_status_style) == 2 && !is_user_admin(iClient))
return PLUGIN_HANDLED

static value, status[2]

value = get_msg_arg_int(2)

if(value && get_msg_arg_int(1) == 1)
{
status[0] = iClient
status[1] = value
show_status(status)
}
return PLUGIN_HANDLED
}




public show_status(status[])
{
const Float = -1.0
const Float:y = 0.55

const r = 180
const g = 180
const b = 255

new id
new body
new name[32]
new model[32]

get_user_name(status[1], name, 31)
get_user_info(status[1], "model", model, 31)

get_user_aiming(status[0], id, body)

if(id != status[1])
return

set_hudmessage(r, g, b, x, y, 0, 0.0, 0.8, 0.1, 0.5, -1)
ShowSyncHudMsg(status[0], g_HudSyncObj, "%s^n(%s)", name, model)
set_task(1.5 , "show_status" , status[0] + 4090 , status , 3)
}




// ============================================= ======================== FLASHLIGHT ============================




public msg_FlashLight(msg_id, msg_dest, player)
{
if(!get_pcvar_num(g_pcvar_flashlight_style))
return PLUGIN_CONTINUE

if(get_msg_arg_int(1))
set_pev(player, pev_effects, pev(player, pev_effects) | EF_BRIGHTLIGHT)
else
set_pev(player, pev_effects, pev(player, pev_effects) & ~EF_BRIGHTLIGHT)

return PLUGIN_CONTINUE
}




// ============================================= ======================== DEATH INFO ============================




public Player_Death_Post(player)
{
if(!get_pcvar_num(g_pcvar_death_info))
return

new mapname[32]
new message[128]
new time_left[32]

new fraglimit = get_pcvar_num(g_pcvar_fraglimit)
new timelimit = get_pcvar_num(g_pcvar_timelimit)

get_mapname(mapname, 31)
format_time(time_left, 31, "%M min %S sec", get_timeleft())

if(!fraglimit && !timelimit)
formatex(message, 127, "Map '%s' no time limit", mapname)
else if(!fraglimit && timelimit)
formatex(message, 127, "Map '%s' for %d minutes (%s left)", mapname , timelimit, time_left)
else if(fraglimit && !timelimit)
formatex(message, 127, "Map '%s' no time limit (%d frags left)", get_fragsleft())
else
formatex(message, 127, "Map '%s' for %d minutes (%s or %d frags left)", mapname , timelimit, time_left, get_fragsleft())

set_hudmessage(255, 128, 50, -1.0, 0.6, 0, 2.0, 8.0, 0.1, 1.5, 4)
show_hudmessage(player, "Running Severian's AMXX Mod v.%s by LetiLetiLepestok^n^n^n%s", VERSION, message)
}




public get_fragsleft()
{
new i
new frags
new frags_max = -32767

for(i = 1; i <= g_MaxPlayers; i++)
{
if(is_user_connected(i))
{
frags = get_user_frags(i)
if(frags > frags_max)
frags_max = frags
}
}
return clamp(get_pcvar_num(g_pcvar_fraglimit) - frags_max, 0)
}




// ============================================= ======================== GAME DESCRIPTION ======================




public fwd_GetGameDescription()
{
forward_return(FMV_STRING, GAME_DESCRIPTION)
return FMRES_SUPERCEDE
}




// ============================================= ======================== STOCKS ================================




stock UTIL_PlayWeaponAnimation (const Player, const Sequence)
{
set_pev (Player, pev_weaponanim, Sequence)

message_begin (MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, .player = Player)
write_byte(Sequence)
write_byte(0)
message_end()
}

this is the original
eseqiiel is offline
Baws
Veteran Member
Join Date: Oct 2012
Old 01-06-2016 , 20:09   Re: replace status to hud message
Reply With Quote #7

What language do you speak like this I can help you with your own language buddy.
I'm talking about the code that you got your errors in.

You have to identify them:
Code:
Error: Undefined symbol "g_pcvar_status_style" on line 13
Error: Undefined symbol "g_pcvar_status_style" on line 16
Error: Undefined symbol "g_HudSyncObj" on line 58
new g_pcvar_status_style...etc
__________________
Like my clean plugins and work?
Baws is offline
eseqiiel
Junior Member
Join Date: Jan 2016
Old 01-06-2016 , 21:17   Re: replace status to hud message
Reply With Quote #8

Quote:
Originally Posted by Baws View Post
What language do you speak like this I can help you with your own language buddy.
I'm talking about the code that you got your errors in.

You have to identify them:
Code:
Error: Undefined symbol "g_pcvar_status_style" on line 13
Error: Undefined symbol "g_pcvar_status_style" on line 16
Error: Undefined symbol "g_HudSyncObj" on line 58
new g_pcvar_status_style...etc

I do not know

why I ask for help

Last edited by eseqiiel; 01-06-2016 at 21:20.
eseqiiel is offline
abdobiskra
Veteran Member
Join Date: Jul 2014
Location: Algeria
Old 01-07-2016 , 00:32   Re: replace status to hud message
Reply With Quote #9

check this !

PHP Code:
#include <amxmodx>
#include <amxmisc>

#define PLUGIN "New Plug-In"
#define VERSION "1.0"
#define AUTHOR "author"

new g_HudSyncObj

public plugin_init() {
    
register_plugin(PLUGINVERSIONAUTHOR)
    
register_message(get_user_msgid("StatusValue")    , "msg_StatusValue")
    
g_HudSyncObj CreateHudSyncObj();
}
public 
msg_StatusValue(iMsgIDiDestiClient)
{
    
    static 
valuestatus[2]
        
    
value get_msg_arg_int(2)
 
    if(
value && get_msg_arg_int(1) == 1)
    {
        
status[0] = iClient
        status
[1] = value
        show_status
(status)
    }
    return 
PLUGIN_HANDLED
}
public 
show_status(status[])
{
    
    new     
id
    
new     body
    
new     name[32]
    
    
get_user_name(status[1], name31)

    
get_user_aiming(status[0], idbody)
    
    if(
id != status[1])
        return
    
    
set_hudmessage(___, -1.00.5500.00.80.10.5, -1)
    
ShowSyncHudMsg(status[0], g_HudSyncObj"%s"name)
    
set_task(1.5 "show_status" status[0] + 4090 status 3)

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Last edited by abdobiskra; 01-07-2016 at 00:49.
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