Offline |
|
|
Csatlakozott: 2018.02.01. 16:27 Hozzászólások: 225
Megköszönt másnak: 14 alkalommal Megköszönték neki: 18 alkalommal
|
Candyman írta: Sziasztok! Módosításokat végeztem a zp50_item_grenade_infect.sma-ban, hogy legyen _p, _w model és ne ölje meg az utolsó embert. Ezutóbbi simán ment is, már működik is a szerveremen. Ám mikor egy külföldi tutorial ( https://zombie-mod.ru/counter-strike/st ... -zp50.html) alapján módosítottam/adtam hozzá a sorokat, hogy legyen _p és_w model, a fordító 3 hibaüzenettel elintézett, amik a következők: zp50_item_infection_bomb.sma(107) : error 017: undefined symbol "g_pmodel_grenade_infect" zp50_item_infection_bomb.sma(107 -- 108) : error 088: number of arguments does not match definition zp50_item_infection_bomb.sma(247) : warning 217: loose indentation Ebben kérném a segítségét olyan szakinak, aki ért hozzá és meg tudná nekem oldani! A .sma forrskód, amiben már benne vannak a módosításaim: /*================================================================================ --------------------------------- -*- [ZP] Item: Infection Bomb -*- --------------------------------- This plugin is part of Zombie Plague Mod and is distributed under the terms of the GNU General Public License. Check ZP_ReadMe.txt for details. ================================================================================*/ #define ITEM_NAME "Infection Bomb" #define ITEM_COST 20 #include <amxmodx> #include <fun> #include <fakemeta> #include <hamsandwich> #include <amx_settings_api> #include <cs_weap_models_api> #include <zp50_items> #include <zp50_gamemodes> // Settings file new const ZP_SETTINGS_FILE[] = "zombieplague.ini" // Default sounds new const sound_grenade_infect_explode[][] = { "zombie_plague/grenade_infect.wav" } new const sound_grenade_infect_player[][] = { "scientist/scream20.wav" , "scientist/scream22.wav" , "scientist/scream05.wav" } #define MODEL_MAX_LENGTH 64 #define SOUND_MAX_LENGTH 64 #define SPRITE_MAX_LENGTH 64 // Models new g_model_grenade_infect[MODEL_MAX_LENGTH] = "models/zombie_plague/v_fertozobomba.mdl" new g_model_pgrenade_infect[MODEL_MAX_LENGTH] = "models/zombie_plague/p_fertozobomba.mdl" new g_model_wgrenade_infect[MODEL_MAX_LENGTH] = "models/zombie_plague/w_fertozobomba.mdl" // Sprites new g_sprite_grenade_trail[SPRITE_MAX_LENGTH] = "sprites/laserbeam.spr" new g_sprite_grenade_ring[SPRITE_MAX_LENGTH] = "sprites/shockwave.spr" new Array:g_sound_grenade_infect_explode new Array:g_sound_grenade_infect_player // Explosion radius for custom grenades const Float:NADE_EXPLOSION_RADIUS = 240.0 // HACK: pev_ field used to store custom nade types and their values const PEV_NADE_TYPE = pev_flTimeStepSound const NADE_TYPE_INFECTION = 1111 new g_trailSpr, g_exploSpr new g_ItemID new g_GameModeInfectionID new g_GameModeMultiID new g_InfectionBombCounter, cvar_infection_bomb_round_limit public plugin_init() { register_plugin("[ZP] Item: Infection Bomb", ZP_VERSION_STRING, "ZP Dev Team") register_event("HLTV", "event_round_start", "a", "1=0", "2=0") register_forward(FM_SetModel, "fw_SetModel") RegisterHam(Ham_Think, "grenade", "fw_ThinkGrenade") g_ItemID = zp_items_register(ITEM_NAME, ITEM_COST) cvar_infection_bomb_round_limit = register_cvar("zp_infection_bomb_round_limit", "3") } public plugin_precache() { // Initialize arrays g_sound_grenade_infect_explode = ArrayCreate(SOUND_MAX_LENGTH, 1) g_sound_grenade_infect_player = ArrayCreate(SOUND_MAX_LENGTH, 1) // Load from external file amx_load_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "GRENADE INFECT EXPLODE", g_sound_grenade_infect_explode) amx_load_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "GRENADE INFECT PLAYER", g_sound_grenade_infect_player) // If we couldn't load custom sounds from file, use and save default ones new index if (ArraySize(g_sound_grenade_infect_explode) == 0) { for (index = 0; index < sizeof sound_grenade_infect_explode; index++) ArrayPushString(g_sound_grenade_infect_explode, sound_grenade_infect_explode[index]) // Save to external file amx_save_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "GRENADE INFECT EXPLODE", g_sound_grenade_infect_explode) } if (ArraySize(g_sound_grenade_infect_player) == 0) { for (index = 0; index < sizeof sound_grenade_infect_player; index++) ArrayPushString(g_sound_grenade_infect_player, sound_grenade_infect_player[index]) // Save to external file amx_save_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "GRENADE INFECT PLAYER", g_sound_grenade_infect_player) } // Load from external file, save if not found if (!amx_load_setting_string(ZP_SETTINGS_FILE, "Weapon Models", "GRENADE INFECT", g_model_grenade_infect, charsmax(g_model_grenade_infect))) amx_save_setting_string(ZP_SETTINGS_FILE, "Weapon Models", "GRENADE INFECT", g_model_grenade_infect) if (!amx_load_setting_string(ZP_SETTINGS_FILE, "Weapon Models", "GRENADE INFECT", g_model_pgrenade_infect, charsmax(g_model_pgrenade_infect))) amx_save_setting_string(ZP_SETTINGS_FILE, "Weapon Models", "GRENADE INFECT", g_pmodel_grenade_infect) if (!amx_load_setting_string(ZP_SETTINGS_FILE, "Weapon Models", "GRENADE INFECT", g_model_wgrenade_infect, charsmax(g_model_wgrenade_infect))) amx_save_setting_string(ZP_SETTINGS_FILE, "Weapon Models", "GRENADE INFECT", g_model_wgrenade_infect) if (!amx_load_setting_string(ZP_SETTINGS_FILE, "Grenade Sprites", "TRAIL", g_sprite_grenade_trail, charsmax(g_sprite_grenade_trail))) amx_save_setting_string(ZP_SETTINGS_FILE, "Grenade Sprites", "TRAIL", g_sprite_grenade_trail) if (!amx_load_setting_string(ZP_SETTINGS_FILE, "Grenade Sprites", "RING", g_sprite_grenade_ring, charsmax(g_sprite_grenade_ring))) amx_save_setting_string(ZP_SETTINGS_FILE, "Grenade Sprites", "RING", g_sprite_grenade_ring) // Precache sounds new sound[SOUND_MAX_LENGTH] for (index = 0; index < ArraySize(g_sound_grenade_infect_explode); index++) { ArrayGetString(g_sound_grenade_infect_explode, index, sound, charsmax(sound)) precache_sound(sound) } for (index = 0; index < ArraySize(g_sound_grenade_infect_player); index++) { ArrayGetString(g_sound_grenade_infect_player, index, sound, charsmax(sound)) precache_sound(sound) } // Precache models precache_model(g_model_grenade_infect) precache_model(g_model_pgrenade_infect) precache_model(g_model_wgrenade_infect) g_trailSpr = precache_model(g_sprite_grenade_trail) g_exploSpr = precache_model(g_sprite_grenade_ring) } public plugin_cfg() { g_GameModeInfectionID = zp_gamemodes_get_id("Infection Mode") g_GameModeMultiID = zp_gamemodes_get_id("Multiple Infection Mode") } public event_round_start() { g_InfectionBombCounter = 0 } public zp_fw_items_select_pre(id, itemid, ignorecost) { // This is not our item if (itemid != g_ItemID) return ZP_ITEM_AVAILABLE; // Infection bomb only available during infection modes new current_mode = zp_gamemodes_get_current() if (current_mode != g_GameModeInfectionID && current_mode != g_GameModeMultiID) return ZP_ITEM_DONT_SHOW; // Infection bomb only available to zombies if (!zp_core_is_zombie(id)) return ZP_ITEM_DONT_SHOW; // Display remaining item count for this round static text[32] formatex(text, charsmax(text), "[%d/%d]", g_InfectionBombCounter, get_pcvar_num(cvar_infection_bomb_round_limit)) zp_items_menu_text_add(text) // Reached infection bomb limit for this round if (g_InfectionBombCounter >= get_pcvar_num(cvar_infection_bomb_round_limit)) return ZP_ITEM_NOT_AVAILABLE; // Player already owns infection bomb if (user_has_weapon(id, CSW_HEGRENADE)) return ZP_ITEM_NOT_AVAILABLE; return ZP_ITEM_AVAILABLE; } public zp_fw_items_select_post(id, itemid, ignorecost) { // This is not our item if (itemid != g_ItemID) return; // Give infection bomb give_item(id, "weapon_hegrenade") g_InfectionBombCounter++ } public zp_fw_core_cure(id, attacker) { // Remove custom grenade model cs_reset_player_view_model(id, CSW_HEGRENADE) } public zp_fw_core_infect_post(id, attacker) { // Set custom grenade model cs_set_player_view_model(id, CSW_HEGRENADE, g_model_grenade_infect) cs_set_player_view_model(id, CSW_HEGRENADE, g_model_pgrenade_infect) } // Forward Set Model public fw_SetModel(entity, const model[]) { // We don't care if (strlen(model) < 8) return FMRES_IGNORED // Narrow down our matches a bit if (model[7] != 'w' || model[8] != '_') return FMRES_IGNORED // Get damage time of grenade static Float:dmgtime pev(entity, pev_dmgtime, dmgtime) // Grenade not yet thrown if (dmgtime == 0.0) return FMRES_IGNORED // Grenade's owner isn't zombie? if (!zp_core_is_zombie(pev(entity, pev_owner))) return FMRES_IGNORED // HE Grenade if (model[9] == 'h' && model[10] == 'e') { // Give it a glow fm_set_rendering(entity, kRenderFxGlowShell, 0, 200, 0, kRenderNormal, 16); // And a colored trail message_begin(MSG_BROADCAST, SVC_TEMPENTITY) write_byte(TE_BEAMFOLLOW) // TE id write_short(entity) // entity write_short(g_trailSpr) // sprite write_byte(10) // life write_byte(10) // width write_byte(0) // r write_byte(200) // g write_byte(0) // b write_byte(200) // brightness message_end() // Set grenade type on the thrown grenade entity set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_INFECTION) engfunc( EngFunc_SetModel, entity, g_model_wgrenade_infect) return FMRES_SUPERCEDE } // W-he return FMRES_IGNORED } // Ham Grenade Think Forward public fw_ThinkGrenade(entity) { // Invalid entity if (!pev_valid(entity)) return HAM_IGNORED; // Get damage time of grenade static Float:dmgtime pev(entity, pev_dmgtime, dmgtime) // Check if it's time to go off if (dmgtime > get_gametime()) return HAM_IGNORED; // Check if it's one of our custom nades switch (pev(entity, PEV_NADE_TYPE)) { case NADE_TYPE_INFECTION: // Infection Bomb { infection_explode(entity) return HAM_SUPERCEDE; } } return HAM_IGNORED; } // Infection Bomb Explosion infection_explode(ent) { // Round ended if (zp_gamemodes_get_current() == ZP_NO_GAME_MODE) { // Get rid of the grenade engfunc(EngFunc_RemoveEntity, ent) return; } // Get origin static Float:origin[3] pev(ent, pev_origin, origin) // Make the explosion create_blast(origin) // Infection nade explode sound static sound[SOUND_MAX_LENGTH] ArrayGetString(g_sound_grenade_infect_explode, random_num(0, ArraySize(g_sound_grenade_infect_explode) - 1), sound, charsmax(sound)) emit_sound(ent, CHAN_WEAPON, sound, 1.0, ATTN_NORM, 0, PITCH_NORM) // Get attacker new attacker = pev(ent, pev_owner) // Infection bomb owner disconnected or not zombie anymore? if (!is_user_connected(attacker) || !zp_core_is_zombie(attacker)) { // Get rid of the grenade engfunc(EngFunc_RemoveEntity, ent) return; } // Collisions new victim = -1 while ((victim = engfunc(EngFunc_FindEntityInSphere, victim, origin, NADE_EXPLOSION_RADIUS)) != 0) { // Only effect alive humans if (!is_user_alive(victim) || zp_core_is_zombie(victim)) continue; // Last human is killed if (zp_core_get_human_count() == 1) { //ExecuteHamB(Ham_Killed, victim, attacker, 0) continue; } // Turn into zombie zp_core_infect(victim, attacker) // Victim's sound ArrayGetString(g_sound_grenade_infect_player, random_num(0, ArraySize(g_sound_grenade_infect_player) - 1), sound, charsmax(sound)) emit_sound(victim, CHAN_VOICE, sound, 1.0, ATTN_NORM, 0, PITCH_NORM) } // Get rid of the grenade engfunc(EngFunc_RemoveEntity, ent) } // Infection Bomb: Green Blast create_blast(const Float:origin[3]) { // Smallest ring engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, origin, 0) write_byte(TE_BEAMCYLINDER) // TE id engfunc(EngFunc_WriteCoord, origin[0]) // x engfunc(EngFunc_WriteCoord, origin[1]) // y engfunc(EngFunc_WriteCoord, origin[2]) // z engfunc(EngFunc_WriteCoord, origin[0]) // x axis engfunc(EngFunc_WriteCoord, origin[1]) // y axis engfunc(EngFunc_WriteCoord, origin[2]+385.0) // z axis write_short(g_exploSpr) // sprite write_byte(0) // startframe write_byte(0) // framerate write_byte(4) // life write_byte(60) // width write_byte(0) // noise write_byte(0) // red write_byte(200) // green write_byte(0) // blue write_byte(200) // brightness write_byte(0) // speed message_end() // Medium ring engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, origin, 0) write_byte(TE_BEAMCYLINDER) // TE id engfunc(EngFunc_WriteCoord, origin[0]) // x engfunc(EngFunc_WriteCoord, origin[1]) // y engfunc(EngFunc_WriteCoord, origin[2]) // z engfunc(EngFunc_WriteCoord, origin[0]) // x axis engfunc(EngFunc_WriteCoord, origin[1]) // y axis engfunc(EngFunc_WriteCoord, origin[2]+470.0) // z axis write_short(g_exploSpr) // sprite write_byte(0) // startframe write_byte(0) // framerate write_byte(4) // life write_byte(60) // width write_byte(0) // noise write_byte(0) // red write_byte(200) // green write_byte(0) // blue write_byte(200) // brightness write_byte(0) // speed message_end() // Largest ring engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, origin, 0) write_byte(TE_BEAMCYLINDER) // TE id engfunc(EngFunc_WriteCoord, origin[0]) // x engfunc(EngFunc_WriteCoord, origin[1]) // y engfunc(EngFunc_WriteCoord, origin[2]) // z engfunc(EngFunc_WriteCoord, origin[0]) // x axis engfunc(EngFunc_WriteCoord, origin[1]) // y axis engfunc(EngFunc_WriteCoord, origin[2]+555.0) // z axis write_short(g_exploSpr) // sprite write_byte(0) // startframe write_byte(0) // framerate write_byte(4) // life write_byte(60) // width write_byte(0) // noise write_byte(0) // red write_byte(200) // green write_byte(0) // blue write_byte(200) // brightness write_byte(0) // speed message_end() } // Set entity's rendering type (from fakemeta_util) stock fm_set_rendering(entity, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16) { static Float:color[3] color[0] = float(r) color[1] = float(g) color[2] = float(b) set_pev(entity, pev_renderfx, fx) set_pev(entity, pev_rendercolor, color) set_pev(entity, pev_rendermode, render) set_pev(entity, pev_renderamt, float(amount)) }
Előre is köszönöm szépen a segítséget! Steamen is kereshettek, de ha itt válaszoltok, az is tökéletes! http://steamcommunity.com/id/nemesa95/Helló! Ez volt elírva: ' g_pmodel_grenade_infect ' Parancsolj: /*================================================================================ --------------------------------- -*- [ZP] Item: Infection Bomb -*- --------------------------------- This plugin is part of Zombie Plague Mod and is distributed under the terms of the GNU General Public License. Check ZP_ReadMe.txt for details. ================================================================================*/ #define ITEM_NAME "Infection Bomb" #define ITEM_COST 20 #include <amxmodx> #include <fun> #include <fakemeta> #include <hamsandwich> #include <amx_settings_api> #include <cs_weap_models_api> #include <zp50_items> #include <zp50_gamemodes> // Settings file new const ZP_SETTINGS_FILE[] = "zombieplague.ini" // Default sounds new const sound_grenade_infect_explode[][] = { "zombie_plague/grenade_infect.wav" } new const sound_grenade_infect_player[][] = { "scientist/scream20.wav" , "scientist/scream22.wav" , "scientist/scream05.wav" } #define MODEL_MAX_LENGTH 64 #define SOUND_MAX_LENGTH 64 #define SPRITE_MAX_LENGTH 64 // Models new g_model_grenade_infect[MODEL_MAX_LENGTH] = "models/zombie_plague/v_fertozobomba.mdl" new g_model_pgrenade_infect[MODEL_MAX_LENGTH] = "models/zombie_plague/p_fertozobomba.mdl" new g_model_wgrenade_infect[MODEL_MAX_LENGTH] = "models/zombie_plague/w_fertozobomba.mdl" // Sprites new g_sprite_grenade_trail[SPRITE_MAX_LENGTH] = "sprites/laserbeam.spr" new g_sprite_grenade_ring[SPRITE_MAX_LENGTH] = "sprites/shockwave.spr" new Array:g_sound_grenade_infect_explode new Array:g_sound_grenade_infect_player // Explosion radius for custom grenades const Float:NADE_EXPLOSION_RADIUS = 240.0 // HACK: pev_ field used to store custom nade types and their values const PEV_NADE_TYPE = pev_flTimeStepSound const NADE_TYPE_INFECTION = 1111 new g_trailSpr, g_exploSpr new g_ItemID new g_GameModeInfectionID new g_GameModeMultiID new g_InfectionBombCounter, cvar_infection_bomb_round_limit public plugin_init() { register_plugin("[ZP] Item: Infection Bomb", ZP_VERSION_STRING, "ZP Dev Team") register_event("HLTV", "event_round_start", "a", "1=0", "2=0") register_forward(FM_SetModel, "fw_SetModel") RegisterHam(Ham_Think, "grenade", "fw_ThinkGrenade") g_ItemID = zp_items_register(ITEM_NAME, ITEM_COST) cvar_infection_bomb_round_limit = register_cvar("zp_infection_bomb_round_limit", "3") } public plugin_precache() { // Initialize arrays g_sound_grenade_infect_explode = ArrayCreate(SOUND_MAX_LENGTH, 1) g_sound_grenade_infect_player = ArrayCreate(SOUND_MAX_LENGTH, 1) // Load from external file amx_load_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "GRENADE INFECT EXPLODE", g_sound_grenade_infect_explode) amx_load_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "GRENADE INFECT PLAYER", g_sound_grenade_infect_player) // If we couldn't load custom sounds from file, use and save default ones new index if (ArraySize(g_sound_grenade_infect_explode) == 0) { for (index = 0; index < sizeof sound_grenade_infect_explode; index++) ArrayPushString(g_sound_grenade_infect_explode, sound_grenade_infect_explode[index]) // Save to external file amx_save_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "GRENADE INFECT EXPLODE", g_sound_grenade_infect_explode) } if (ArraySize(g_sound_grenade_infect_player) == 0) { for (index = 0; index < sizeof sound_grenade_infect_player; index++) ArrayPushString(g_sound_grenade_infect_player, sound_grenade_infect_player[index]) // Save to external file amx_save_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "GRENADE INFECT PLAYER", g_sound_grenade_infect_player) } // Load from external file, save if not found if (!amx_load_setting_string(ZP_SETTINGS_FILE, "Weapon Models", "GRENADE INFECT", g_model_grenade_infect, charsmax(g_model_grenade_infect))) amx_save_setting_string(ZP_SETTINGS_FILE, "Weapon Models", "GRENADE INFECT", g_model_grenade_infect) if (!amx_load_setting_string(ZP_SETTINGS_FILE, "Weapon Models", "GRENADE INFECT", g_model_pgrenade_infect, charsmax(g_model_pgrenade_infect))) amx_save_setting_string(ZP_SETTINGS_FILE, "Weapon Models", "GRENADE INFECT", g_model_grenade_infect) if (!amx_load_setting_string(ZP_SETTINGS_FILE, "Weapon Models", "GRENADE INFECT", g_model_wgrenade_infect, charsmax(g_model_wgrenade_infect))) amx_save_setting_string(ZP_SETTINGS_FILE, "Weapon Models", "GRENADE INFECT", g_model_wgrenade_infect) if (!amx_load_setting_string(ZP_SETTINGS_FILE, "Grenade Sprites", "TRAIL", g_sprite_grenade_trail, charsmax(g_sprite_grenade_trail))) amx_save_setting_string(ZP_SETTINGS_FILE, "Grenade Sprites", "TRAIL", g_sprite_grenade_trail) if (!amx_load_setting_string(ZP_SETTINGS_FILE, "Grenade Sprites", "RING", g_sprite_grenade_ring, charsmax(g_sprite_grenade_ring))) amx_save_setting_string(ZP_SETTINGS_FILE, "Grenade Sprites", "RING", g_sprite_grenade_ring) // Precache sounds new sound[SOUND_MAX_LENGTH] for (index = 0; index < ArraySize(g_sound_grenade_infect_explode); index++) { ArrayGetString(g_sound_grenade_infect_explode, index, sound, charsmax(sound)) precache_sound(sound) } for (index = 0; index < ArraySize(g_sound_grenade_infect_player); index++) { ArrayGetString(g_sound_grenade_infect_player, index, sound, charsmax(sound)) precache_sound(sound) } // Precache models precache_model(g_model_grenade_infect) precache_model(g_model_pgrenade_infect) precache_model(g_model_wgrenade_infect) g_trailSpr = precache_model(g_sprite_grenade_trail) g_exploSpr = precache_model(g_sprite_grenade_ring) } public plugin_cfg() { g_GameModeInfectionID = zp_gamemodes_get_id("Infection Mode") g_GameModeMultiID = zp_gamemodes_get_id("Multiple Infection Mode") } public event_round_start() { g_InfectionBombCounter = 0 } public zp_fw_items_select_pre(id, itemid, ignorecost) { // This is not our item if (itemid != g_ItemID) return ZP_ITEM_AVAILABLE; // Infection bomb only available during infection modes new current_mode = zp_gamemodes_get_current() if (current_mode != g_GameModeInfectionID && current_mode != g_GameModeMultiID) return ZP_ITEM_DONT_SHOW; // Infection bomb only available to zombies if (!zp_core_is_zombie(id)) return ZP_ITEM_DONT_SHOW; // Display remaining item count for this round static text[32] formatex(text, charsmax(text), "[%d/%d]", g_InfectionBombCounter, get_pcvar_num(cvar_infection_bomb_round_limit)) zp_items_menu_text_add(text) // Reached infection bomb limit for this round if (g_InfectionBombCounter >= get_pcvar_num(cvar_infection_bomb_round_limit)) return ZP_ITEM_NOT_AVAILABLE; // Player already owns infection bomb if (user_has_weapon(id, CSW_HEGRENADE)) return ZP_ITEM_NOT_AVAILABLE; return ZP_ITEM_AVAILABLE; } public zp_fw_items_select_post(id, itemid, ignorecost) { // This is not our item if (itemid != g_ItemID) return; // Give infection bomb give_item(id, "weapon_hegrenade") g_InfectionBombCounter++ } public zp_fw_core_cure(id, attacker) { // Remove custom grenade model cs_reset_player_view_model(id, CSW_HEGRENADE) } public zp_fw_core_infect_post(id, attacker) { // Set custom grenade model cs_set_player_view_model(id, CSW_HEGRENADE, g_model_grenade_infect) cs_set_player_view_model(id, CSW_HEGRENADE, g_model_pgrenade_infect) } // Forward Set Model public fw_SetModel(entity, const model[]) { // We don't care if (strlen(model) < 8) return FMRES_IGNORED // Narrow down our matches a bit if (model[7] != 'w' || model[8] != '_') return FMRES_IGNORED // Get damage time of grenade static Float:dmgtime pev(entity, pev_dmgtime, dmgtime) // Grenade not yet thrown if (dmgtime == 0.0) return FMRES_IGNORED // Grenade's owner isn't zombie? if (!zp_core_is_zombie(pev(entity, pev_owner))) return FMRES_IGNORED // HE Grenade if (model[9] == 'h' && model[10] == 'e') { // Give it a glow fm_set_rendering(entity, kRenderFxGlowShell, 0, 200, 0, kRenderNormal, 16); // And a colored trail message_begin(MSG_BROADCAST, SVC_TEMPENTITY) write_byte(TE_BEAMFOLLOW) // TE id write_short(entity) // entity write_short(g_trailSpr) // sprite write_byte(10) // life write_byte(10) // width write_byte(0) // r write_byte(200) // g write_byte(0) // b write_byte(200) // brightness message_end() // Set grenade type on the thrown grenade entity set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_INFECTION) engfunc( EngFunc_SetModel, entity, g_model_wgrenade_infect) return FMRES_SUPERCEDE } // W-he return FMRES_IGNORED } // Ham Grenade Think Forward public fw_ThinkGrenade(entity) { // Invalid entity if (!pev_valid(entity)) return HAM_IGNORED; // Get damage time of grenade static Float:dmgtime pev(entity, pev_dmgtime, dmgtime) // Check if it's time to go off if (dmgtime > get_gametime()) return HAM_IGNORED; // Check if it's one of our custom nades switch (pev(entity, PEV_NADE_TYPE)) { case NADE_TYPE_INFECTION: // Infection Bomb { infection_explode(entity) return HAM_SUPERCEDE; } } return HAM_IGNORED; } // Infection Bomb Explosion infection_explode(ent) { // Round ended if (zp_gamemodes_get_current() == ZP_NO_GAME_MODE) { // Get rid of the grenade engfunc(EngFunc_RemoveEntity, ent) return; } // Get origin static Float:origin[3] pev(ent, pev_origin, origin) // Make the explosion create_blast(origin) // Infection nade explode sound static sound[SOUND_MAX_LENGTH] ArrayGetString(g_sound_grenade_infect_explode, random_num(0, ArraySize(g_sound_grenade_infect_explode) - 1), sound, charsmax(sound)) emit_sound(ent, CHAN_WEAPON, sound, 1.0, ATTN_NORM, 0, PITCH_NORM) // Get attacker new attacker = pev(ent, pev_owner) // Infection bomb owner disconnected or not zombie anymore? if (!is_user_connected(attacker) || !zp_core_is_zombie(attacker)) { // Get rid of the grenade engfunc(EngFunc_RemoveEntity, ent) return; } // Collisions new victim = -1 while ((victim = engfunc(EngFunc_FindEntityInSphere, victim, origin, NADE_EXPLOSION_RADIUS)) != 0) { // Only effect alive humans if (!is_user_alive(victim) || zp_core_is_zombie(victim)) continue; // Last human is killed if (zp_core_get_human_count() == 1) { //ExecuteHamB(Ham_Killed, victim, attacker, 0) continue; } // Turn into zombie zp_core_infect(victim, attacker) // Victim's sound ArrayGetString(g_sound_grenade_infect_player, random_num(0, ArraySize(g_sound_grenade_infect_player) - 1), sound, charsmax(sound)) emit_sound(victim, CHAN_VOICE, sound, 1.0, ATTN_NORM, 0, PITCH_NORM) } // Get rid of the grenade engfunc(EngFunc_RemoveEntity, ent) } // Infection Bomb: Green Blast create_blast(const Float:origin[3]) { // Smallest ring engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, origin, 0) write_byte(TE_BEAMCYLINDER) // TE id engfunc(EngFunc_WriteCoord, origin[0]) // x engfunc(EngFunc_WriteCoord, origin[1]) // y engfunc(EngFunc_WriteCoord, origin[2]) // z engfunc(EngFunc_WriteCoord, origin[0]) // x axis engfunc(EngFunc_WriteCoord, origin[1]) // y axis engfunc(EngFunc_WriteCoord, origin[2]+385.0) // z axis write_short(g_exploSpr) // sprite write_byte(0) // startframe write_byte(0) // framerate write_byte(4) // life write_byte(60) // width write_byte(0) // noise write_byte(0) // red write_byte(200) // green write_byte(0) // blue write_byte(200) // brightness write_byte(0) // speed message_end() // Medium ring engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, origin, 0) write_byte(TE_BEAMCYLINDER) // TE id engfunc(EngFunc_WriteCoord, origin[0]) // x engfunc(EngFunc_WriteCoord, origin[1]) // y engfunc(EngFunc_WriteCoord, origin[2]) // z engfunc(EngFunc_WriteCoord, origin[0]) // x axis engfunc(EngFunc_WriteCoord, origin[1]) // y axis engfunc(EngFunc_WriteCoord, origin[2]+470.0) // z axis write_short(g_exploSpr) // sprite write_byte(0) // startframe write_byte(0) // framerate write_byte(4) // life write_byte(60) // width write_byte(0) // noise write_byte(0) // red write_byte(200) // green write_byte(0) // blue write_byte(200) // brightness write_byte(0) // speed message_end() // Largest ring engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, origin, 0) write_byte(TE_BEAMCYLINDER) // TE id engfunc(EngFunc_WriteCoord, origin[0]) // x engfunc(EngFunc_WriteCoord, origin[1]) // y engfunc(EngFunc_WriteCoord, origin[2]) // z engfunc(EngFunc_WriteCoord, origin[0]) // x axis engfunc(EngFunc_WriteCoord, origin[1]) // y axis engfunc(EngFunc_WriteCoord, origin[2]+555.0) // z axis write_short(g_exploSpr) // sprite write_byte(0) // startframe write_byte(0) // framerate write_byte(4) // life write_byte(60) // width write_byte(0) // noise write_byte(0) // red write_byte(200) // green write_byte(0) // blue write_byte(200) // brightness write_byte(0) // speed message_end() } // Set entity's rendering type (from fakemeta_util) stock fm_set_rendering(entity, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16) { static Float:color[3] color[0] = float(r) color[1] = float(g) color[2] = float(b) set_pev(entity, pev_renderfx, fx) set_pev(entity, pev_rendercolor, color) set_pev(entity, pev_rendermode, render) set_pev(entity, pev_renderamt, float(amount)) }
|
|