#include <amxmodx> #include <engine> #include <xs> #include <zombieplague> #define PLUGIN "Nemesis Spr" #define VERSION "0.1" #define AUTHOR "GoOleM" new Float:g_fDelay[33] new nemesis_sprite new cvar_maxdistance new cvar_updatedelay public plugin_init() { register_plugin(PLUGIN, VERSION, AUTHOR) cvar_maxdistance = register_cvar("zp_survsprite_distance", "5000") cvar_updatedelay = register_cvar("zp_survsprite_updatedelay", "1.0") } public plugin_precache() { nemesis_sprite = precache_model("sprites/nemesis.spr") } public client_PreThink(id) { if(!is_user_alive(id)) return PLUGIN_CONTINUE if((g_fDelay[id] + get_pcvar_float(cvar_updatedelay)) > get_gametime()) return PLUGIN_CONTINUE g_fDelay[id] = get_gametime() new Float:fMyOrigin[3] entity_get_vector(id, EV_VEC_origin, fMyOrigin) static Players[32], iNum get_players(Players, iNum, "a") for(new i = 0; i < iNum; ++i) if(id != Players[i]) { new target = Players[i] if(!zp_get_user_nemesis(target)) continue new Float:fTargetOrigin[3] entity_get_vector(target, EV_VEC_origin, fTargetOrigin) if((get_distance_f(fMyOrigin, fTargetOrigin) > get_pcvar_num(cvar_maxdistance)) || !is_in_viewcone(id, fTargetOrigin)) continue new Float:fMiddle[3], Float:fHitPoint[3] xs_vec_sub(fTargetOrigin, fMyOrigin, fMiddle) trace_line(-1, fMyOrigin, fTargetOrigin, fHitPoint) new Float:fWallOffset[3], Float:fDistanceToWall fDistanceToWall = vector_distance(fMyOrigin, fHitPoint) - 10.0 normalize(fMiddle, fWallOffset, fDistanceToWall) new Float:fSpriteOffset[3] xs_vec_add(fWallOffset, fMyOrigin, fSpriteOffset) new Float:fScale, Float:fDistanceToTarget = vector_distance(fMyOrigin, fTargetOrigin) if(fDistanceToWall > 100.0) fScale = 8.0 * (fDistanceToWall / fDistanceToTarget) else fScale = 2.0 te_sprite(id, fSpriteOffset, nemesis_sprite, floatround(fScale), 125) } return PLUGIN_CONTINUE } stock te_sprite(id, Float:origin[3], sprite, scale, brightness) { message_begin(MSG_ONE, SVC_TEMPENTITY, _, id) write_byte(TE_SPRITE) write_coord(floatround(origin[0])) write_coord(floatround(origin[1])) write_coord(floatround(origin[2])) write_short(sprite) write_byte(scale) write_byte(brightness) message_end() } stock normalize(Float:fIn[3], Float:fOut[3], Float:fMul) { new Float:fLen = xs_vec_len(fIn) xs_vec_copy(fIn, fOut) fOut[0] /= fLen, fOut[1] /= fLen, fOut[2] /= fLen fOut[0] *= fMul, fOut[1] *= fMul, fOut[2] *= fMul }