[spoiler]Kód: /*================================================================================ * Please don't change plugin register information. ================================================================================*/
#include <amxmodx> #include <fakemeta> #include <hamsandwich> #include <xs> #include <fun> #include <cstrike> #include <zombieplague> #include <zmvip>
#define PLUGIN_NAME "[ZP] Class: Energy Ball" #define PLUGIN_VERSION "1.2" #define PLUGIN_AUTHOR "Jim"
#pragma tabsize 0
// 以下7個可開關č¨ĺ®šé …ç›®,若ćŻä¸Ťćłč¦ä˝żç”¨č©˛é …č¨ĺ®š,ĺŹŻĺś¨ćś€č©˛é …ç›®ĺ‰Ťéť˘ĺŠ ä¸Š // 來取ć¶é€™é …č¨ĺ®š. #define SUPPORT_BOT_TO_USE //支援BOT使用.(ĺś¨ćś€ĺ‰Ťéť˘ĺŠ ä¸Š // 即取ć¶ĺ°ŤBOT的技援) //#define FIRST_ZOMBIE_CANT_USE //ç•¶ćŻç¬¬ä¸€éš»ĺ–Şĺ±Ťć™‚,則無法使用喪屍的特殊技č˝.(ĺś¨ćś€ĺ‰Ťéť˘ĺŠ ä¸Š // 即取ć¶é€™é …č¨ĺ®š) //#define HAVE_DYNAMIC_LIGHT_EFFECT //當喪屍使用č˝é‡Źçčšé›†č˝é‡Źć™‚,身上ćśĺ‡şçŹľĺ…‰ĺśç‰ąć•.(ĺś¨ćś€ĺ‰Ťéť˘ĺŠ ä¸Š // 即取ć¶é€™é …č¨ĺ®š) #define WHEN_HITED_DROP_WEAPON //當人類被č˝é‡Źç擊ä¸ć™‚,若ćŻĺś¨ĺľčż‘的距離內被擊ä¸ć™‚,則ćśćމč˝ć‰‹ä¸Šçš„ć§Ť.(原則上這ćŻä»Ąć™‚é–“ĺ¤ć–·,在č˝é‡Źç發射後1.0秒內被擊ä¸ĺ°±ç®—) #define WHEN_HITED_CANT_SHOOT //當人類被č˝é‡Źç擊ä¸ć™‚,ćśé€ ćçźć™‚間內無法開槍.(在受影響的時間範圍內) #define WHEN_HITED_CANT_MOVE //當人類被č˝é‡Źç擊ä¸ć™‚,ćśé€ ćçźć™‚間內無法移動.(在受影響的時間範圍內) #define WHEN_DAMAGE_OVER_HEALTH_INFECT //當人類被č˝é‡Źç擊ä¸ć™‚,若ćŻčˇ€é‡Źč˘«ć‰Łĺ…‰ć™‚,則ćść„źćź“變ć喪屍.(ĺś¨ćś€ĺ‰Ťéť˘ĺŠ ä¸Š // 即取ć¶é€™é …č¨ĺ®š) #define WHEN_DAMAGE_MAKE_FAIL //當喪屍受ĺ°ć”»ć“Šć™‚,若在çźć™‚間內受ĺ°ä¸€ĺ®šçš„傷害,ĺ°±ćśé€ ćč˝é‡Źçčšé›†ĺ¤±ć•—. #define HITED_ZOMBIE_KNOCKBACK //當喪屍若被č˝é‡Źç擊ä¸ć™‚,äąźćśč˘«ć“ŠéŁ›.(但不ćśĺŹ—ĺ‚·ĺ’ŚĺŹ—ĺ°ĺ˝±éźż)
#if defined WHEN_DAMAGE_MAKE_FAIL #define SUPPORT_CZBOT #define Damage_Check_Time_Range 2.0 //在多少時間內受ĺ°ç´Żç©Ťĺ‚·ĺ®łé”ĺ°ä¸€ĺ®šć•¸ĺ€Ľ,ĺ°±ćśé€ ćč˝é‡Źçčšé›†ĺ¤±ć•—.(單位:ç§’) #define Get_Amount_Of_Damage 300.0 //在çźć™‚間內受ĺ°çš„傷害的累積數值ćŻĺ¤šĺ°‘,ĺ°±ćśé€ ćč˝é‡Źçčšé›†ĺ¤±ć•—. #endif
#define Hit_Attack2_Key_Time 1.0 //當玩家連續按住'ć»‘éĽ ĺŹłéŤµ'多久時間才ćśé–‹ĺ§‹čšé›†č˝é‡Ź.(單位:ç§’) #define Make_EnergyBall_Time 0 //當玩家開始čšé›†č˝é‡ŹĺľŚ,需č¦ĺ¤šäą…時間才ćśčšé›†ĺ®Ść一個č˝é‡Źç.(單位:ç§’) #define EnergyBall_Deduct_Speed 5 //č˝é‡Źç在飛ä¸č‹ĄćŻç˘°ĺ°éšśç¤™ç‰©ĺŹŤĺ˝ć™‚,ćść¸›ä˝Žĺ¤šĺ°‘速度. #define Short_Dist_Cant_Shoot 100 //當玩家視角前方距離若低於多少數值,則無法射出č˝é‡Źç. const Float:Damage_Survivor_Multiplier = 1.0 //對倖ĺč€…é€ ć的傷害數值的äąć•¸
#define Task_ID_1 param[0]+5333
#if defined WHEN_HITED_DROP_WEAPON // Weapon bitsums const PRIMARY_WEAPONS_BIT_SUM = (1<<CSW_SCOUT)|(1<<CSW_XM1014)|(1<<CSW_MAC10)|(1<<CSW_AUG)|(1<<CSW_UMP45)|(1<<CSW_SG550)|(1<<CSW_GALIL)|(1<<CSW_FAMAS)| (1<<CSW_AWP)|(1<<CSW_MP5NAVY)|(1<<CSW_M249)|(1<<CSW_M3)|(1<<CSW_M4A1)|(1<<CSW_TMP)|(1<<CSW_G3SG1)|(1<<CSW_SG552)|(1<<CSW_AK47)|(1<<CSW_P90)
const SECONDARY_WEAPONS_BIT_SUM = (1<<CSW_P228)|(1<<CSW_ELITE)|(1<<CSW_FIVESEVEN)|(1<<CSW_USP)|(1<<CSW_GLOCK18)|(1<<CSW_DEAGLE) #endif
// Weapons Offsets (win32) const OFFSET_flNextPrimaryAttack = 46 const OFFSET_flNextSecondaryAttack = 47 const OFFSET_flTimeWeaponIdle = 48
// Linux diff's const OFFSET_LINUX_WEAPONS = 4 // weapon offsets are only 4 steps higher on Linux
// Zombie Attributes new const zclass_model[] = "jumper+" // model new const zclass_clawmodel[] = "v_knife_exsci_zombi.mdl" // claw model new const zclass_name[] = { "ТеŃла" } new const zclass_info[] = { "[ Стреляет ] \r[VIP]" } const zclass_health = 2300 // health const zclass_speed = 260 // speed const Float:zclass_gravity = 0.80 // gravity const Float:zclass_knockback = 0.50 // knockback
// Model and Sound new const EnergyBall_P_Model[] = { "models/zombie_plague/p_snowball.mdl" } //č˝é‡Źççš„ P_ 模型 new const EnergyBall_W_Model[] = { "models/zombie_plague/w_snowball.mdl" } //č˝é‡Źççš„ W_ 模型 new const EnergyBall_Make_Sound[] = { "weapons/electro4.wav" } //čšé›†č˝é‡Źçč˝é‡Źć™‚çš„éźłć• new const EnergyBall_Shoot_Sound[] = { "weapons/gauss2.wav" } //發射出č˝é‡Źçć™‚çš„éźłć• new const EnergyBall_Touch_Sound[][] = { "weapons/ric_conc-1.wav", "weapons/ric_conc-2.wav" } //č˝é‡Źç碰ĺ°éšśç¤™ç‰©ĺŹŤĺ˝ć™‚çš„éźłć• new const EnergyBall_Hit_Pain_Sound[] = { "player/pl_pain6.wav" } //人類被č˝é‡Źç擊ä¸ć™‚受傷的音ć•
// Zombie Class ID new g_zclass_energyball
// Cvars new g_shoot_times, g_speed, g_damage, g_cooldown, g_explosion_range, g_effect_time, g_surv_effect_time new maxplayers, bool:round_end, Float:current_time new g_msgScreenShake, g_msgScreenFade, g_msgDamage new g_msgDeathMsg, g_msgScoreAttrib, g_msgScoreInfo new g_trailSpr, g_shokewaveSpr
// Vars new energyball_num[33] new check_step[33], bool:step_started[33], Float:step_check_time[33] new bool:make_energyball[33], bool:have_energyball[33] new bool:cooldown_started[33], Float:cooldown_over_time[33] new bool:be_hited[33], Float:be_hit_check_time[33] new bool:effect_started[33], Float:effect_over_time[33] new Float:next_play_sound_time[33] new bool:touched_energyball[33], Float:touch_energyball_time[33] new g_ent_weaponmodel[33]
#if defined WHEN_DAMAGE_MAKE_FAIL new Float:get_attack_damage[33], Float:damage_check_time[33] #endif
#if defined WHEN_DAMAGE_OVER_HEALTH_INFECT new bool:is_infect_round #endif
#if defined SUPPORT_BOT_TO_USE new aim_target[33], Float:aim_check_over_time[33] #endif
#if defined SUPPORT_CZBOT // CZBot support new cvar_botquota new bool:BotHasDebug = false #endif
public plugin_init() { register_plugin(PLUGIN_NAME, PLUGIN_VERSION, PLUGIN_AUTHOR) g_shoot_times = register_cvar("zp_zclass_eb_shoottimes", "15") //每一回ĺ最多č˝ç™Ľĺ°„幾次č˝é‡Źç.(č¨ĺ®šć 0 代表不é™ĺ¶ć¬ˇć•¸) g_speed = register_cvar("zp_zclass_eb_speed", "1500") //č˝é‡Źç剛射出去時的飛行時的速度. g_damage = register_cvar("zp_zclass_eb_damage", "60") //č˝é‡Źç擊ä¸äşşéˇžćśé€ ć多少傷害數值. g_cooldown = register_cvar("zp_zclass_eb_cooldown", "15.0") //發射出č˝é‡Źç後的需č¦ĺ†·ĺŤ»ć™‚é–“. g_explosion_range = register_cvar("zp_zclass_eb_exploderange", "300") //č˝é‡Źçç†ç‚¸ĺľŚçš„攻擊範圍. g_effect_time = register_cvar("zp_zclass_eb_effecttime", "10.0") //當人類被č˝é‡Źç擊ä¸ć–ç†ç‚¸ĺľŚć‰€ćł˘ĺŹŠć™‚,受ĺ°ĺ˝±éźżçš„時間長度. g_surv_effect_time = register_cvar("zp_zclass_eb_surveffecttime", "2.0") //當倖ĺ者被č˝é‡Źç擊ä¸ć–ç†ç‚¸ĺľŚć‰€ćł˘ĺŹŠć™‚,受ĺ°ĺ˝±éźżçš„時間長度. register_dictionary( "zp_zclass_energy_ball.txt" ) register_forward(FM_CmdStart, "fw_CmdStart") register_forward(FM_PlayerPreThink, "fw_PlayerPreThink") register_forward(FM_Touch, "fw_Touch") register_forward(FM_StartFrame, "fw_StartFrame") register_event("ResetHUD","NewRound","be") register_event("DeathMsg", "Death", "a") register_event("HLTV", "event_round_start", "a", "1=0", "2=0") register_logevent("logevent_round_end", 2, "1=Round_End") #if defined WHEN_DAMAGE_MAKE_FAIL RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage") #endif maxplayers = get_maxplayers() g_msgScreenShake = get_user_msgid("ScreenShake") g_msgScreenFade = get_user_msgid("ScreenFade") g_msgDamage = get_user_msgid("Damage") g_msgDeathMsg = get_user_msgid("DeathMsg") g_msgScoreAttrib = get_user_msgid("ScoreAttrib") g_msgScoreInfo = get_user_msgid("ScoreInfo") #if defined SUPPORT_CZBOT // CZBot support cvar_botquota = get_cvar_pointer("bot_quota") #endif }
public plugin_precache() { precache_model(EnergyBall_P_Model) precache_model(EnergyBall_W_Model) precache_sound(EnergyBall_Make_Sound) precache_sound(EnergyBall_Shoot_Sound) for (new i = 0; i < sizeof EnergyBall_Touch_Sound; i++) precache_sound(EnergyBall_Touch_Sound[i]) precache_sound(EnergyBall_Hit_Pain_Sound) g_trailSpr = precache_model("sprites/zbeam4.spr") g_shokewaveSpr = precache_model( "sprites/shockwave.spr") g_zclass_energyball = zp_register_zombie_class(zclass_name, zclass_info, zclass_model, zclass_clawmodel, zclass_health, zclass_speed, zclass_gravity, zclass_knockback) } stock ChatColor(const id, const input[], any:...) { new count = 1, players[32] static msg[191] vformat(msg, 190, input, 3) replace_all(msg, 190, "!g", "^4") // Green Color replace_all(msg, 190, "!y", "^1") // Default Color replace_all(msg, 190, "!team", "^3") // Team Color replace_all(msg, 190, "!team2", "^0") // Team2 Color if (id) players[0] = id; else get_players(players, count, "ch") { for (new i = 0; i < count; i++) { if (is_user_connected(players[i])) { message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("SayText"), _, players[i]) write_byte(players[i]); write_string(msg); message_end(); } } } } public zp_user_infected_post(id, infector) { reset_cvars(id) if (zp_get_user_zombie_class(id) == g_zclass_energyball) { ChatColor(id, "!g[ZP] !y%L",id,"TESLA_INFO11") } }
public fw_CmdStart(id, uc_handle, seed) { if (!is_user_alive(id) || !zp_get_user_zombie(id) || zp_get_user_zombie_class(id) != g_zclass_energyball) return FMRES_IGNORED; if (zp_get_user_nemesis(id)) return FMRES_IGNORED; #if defined FIRST_ZOMBIE_CANT_USE if (zp_get_user_first_zombie(id)) return FMRES_IGNORED; #endif static weap_id weap_id = get_user_weapon(id) if (weap_id != CSW_KNIFE) { if (make_energyball[id] || have_energyball[id]) { check_step[id] = 1 step_started[id] = false make_energyball[id] = false have_energyball[id] = false set_user_weapon_attack_time(id, 0.0) } return FMRES_IGNORED; } if (get_pcvar_num(g_shoot_times) != 0 && energyball_num[id] <= 0) return FMRES_IGNORED; if (cooldown_started[id]) return FMRES_IGNORED; static button, oldbutton button = get_uc(uc_handle, UC_Buttons) oldbutton = pev(id, pev_oldbuttons) #if defined SUPPORT_BOT_TO_USE if (is_user_bot(id)) { static target, body get_user_aiming(id, target, body) if (check_target_valid(target)) { // BOT若有發現ĺ°ćś‰ć•目標就č¨éŚ„čµ·äľ†. aim_target[id] = target // č¨ĺ®šBOT的瞄準目標檢查時間,若超éŽ20.0秒沒再發現任何有ć•目標就取ć¶č˝é‡Źççš„čšé›†. aim_check_over_time[id] = current_time + 20.0 } else { aim_target[id] = 0 // 當已超éŽćŞ˘ćźĄć™‚é–“é˝é‚„沒再看ĺ°ä»»ä˝•有ć•目標,就執行取ć¶č˝é‡Źççš„čšé›†. if (current_time >= aim_check_over_time[id]) { check_step[id] = 1 step_started[id] = false if (make_energyball[id] || have_energyball[id]) { make_energyball[id] = false have_energyball[id] = false set_user_weapon_attack_time(id, 0.0) } } } switch (check_step[id]) { case 1: { if (!step_started[id]) { // BOT發現有ć•目標,開始啟動č˝é‡Źççš„čšé›†ĺ‹•作. if (aim_target[id]) { step_started[id] = true step_check_time[id] = current_time + Hit_Attack2_Key_Time } } else { if (current_time >= step_check_time[id]) { check_step[id] = 2 step_started[id] = false make_energyball[id] = true set_user_weapon_attack_time(id, 0.5) SendWeaponAnim(id, 0) } } } case 2: { if (!step_started[id]) { step_started[id] = true step_check_time[id] = current_time + Make_EnergyBall_Time } else { if (current_time >= step_check_time[id]) { check_step[id] = 3 step_started[id] = false make_energyball[id] = false have_energyball[id] = true set_user_weapon_attack_time(id, 0.5) SendWeaponAnim(id, 0) } } } case 3: { // ç•¶BOTčšé›†ĺĄ˝č˝é‡Źç時,發現有ć•目標就發射. if (aim_target[id]) { if (have_energyball[id]) { check_step[id] = 1 have_energyball[id] = false shoot_energyball(id) set_user_weapon_attack_time(id, 0.0) } } } } return FMRES_IGNORED; } #endif switch (check_step[id]) { case 1: { if (button & IN_ATTACK) { check_step[id] = 1 step_started[id] = false } else if (button & IN_ATTACK2) { if (!step_started[id]) { if (!(oldbutton & IN_ATTACK2)) { step_started[id] = true step_check_time[id] = current_time + Hit_Attack2_Key_Time } } else { if (current_time >= step_check_time[id]) { if (get_pcvar_num(g_shoot_times) != 0) ChatColor(id, "!g[ZP] !y%L",id,"TESLA_INFO1", energyball_num[id]) check_step[id] = 2 step_started[id] = false make_energyball[id] = true set_user_weapon_attack_time(id, 1.0) SendWeaponAnim(id, 0) } } } else { step_started[id] = false } } case 2: { if (button & IN_ATTACK) { check_step[id] = 1 step_started[id] = false if (make_energyball[id]) { client_print(id, print_center, "") make_energyball[id] = false set_user_weapon_attack_time(id, 0.0) } } else if (button & IN_ATTACK2) { ChatColor(id, "!g[ZP] !y%L",id,"TESLA_CANCEL") if (!step_started[id]) { step_started[id] = true step_check_time[id] = current_time + Make_EnergyBall_Time } else { if (current_time >= step_check_time[id]) { check_step[id] = 3 step_started[id] = false make_energyball[id] = false have_energyball[id] = true set_user_weapon_attack_time(id, 1.0) SendWeaponAnim(id, 0) } } } else { check_step[id] = 1 step_started[id] = false if (make_energyball[id]) { client_print(id, print_center, "") make_energyball[id] = false set_user_weapon_attack_time(id, 0.0) } } } case 3: { if (button & IN_ATTACK) { check_step[id] = 1 if (have_energyball[id]) { client_print(id, print_center, "") have_energyball[id] = false set_user_weapon_attack_time(id, 0.0) } } else if (button & IN_ATTACK2) { static dist dist = get_forward_view_dist(id) if (dist < Short_Dist_Cant_Shoot) ChatColor(id, "!g[ZP] !y%L",id,"TESLA_CLOSE") else ChatColor(id, "!g[ZP] !y%L",id,"TESLA_INFO2") } else { if (have_energyball[id]) { client_print(id, print_center, "") check_step[id] = 1 have_energyball[id] = false shoot_energyball(id) set_user_weapon_attack_time(id, 0.0) } } } } return FMRES_HANDLED; }
#if defined SUPPORT_BOT_TO_USE check_target_valid(target) { if (!(1 <= target <= maxplayers) || !is_user_alive(target) || zp_get_user_zombie(target)) return 0; return 1; } #endif
set_user_weapon_attack_time(id, Float:next_attack_time) { static weap_id weap_id = get_user_weapon(id) static weap_name[32] get_weaponname(weap_id, weap_name, charsmax(weap_name)) static weap_ent weap_ent = fm_find_ent_by_owner(-1, weap_name, id) set_weapon_next_pri_attack(weap_ent, next_attack_time) set_weapon_next_sec_attack(weap_ent, next_attack_time) if (weap_id == CSW_XM1014 || weap_id == CSW_M3) set_weapon_idle_time(weap_ent, next_attack_time) }
public fw_PlayerPreThink(id) { if (!is_user_alive(id)) return FMRES_IGNORED; if (zp_get_user_zombie(id)) { if (zp_get_user_zombie_class(id) != g_zclass_energyball) return FMRES_IGNORED; if (zp_get_user_nemesis(id)) return FMRES_IGNORED; #if defined FIRST_ZOMBIE_CANT_USE if (zp_get_user_first_zombie(id)) return FMRES_IGNORED; #endif if (get_pcvar_num(g_shoot_times) != 0 && energyball_num[id] <= 0) return FMRES_IGNORED; if (make_energyball[id] || have_energyball[id]) { freeze_user_attack(id) } if (cooldown_started[id]) { if (current_time >= cooldown_over_time[id]) { cooldown_started[id] = false ChatColor(id, "!g[ZP] !y%L",id,"TESLA_INFO3", get_pcvar_float(g_cooldown)) } } } else { // 當人類玩家被č˝é‡Źç擊ä¸ĺľŚ,ĺ»¶é˛1.0秒後才č¨ĺ®šĺ˝±éźżä˝śç”¨é–‹ĺ§‹,主č¦ćŻć€•被擊ä¸ĺ˝é–‹çš„ĺ‘量被抑ĺ¶. if (be_hited[id]) { if (current_time >= be_hit_check_time[id]) { be_hited[id] = false effect_started[id] = true if (zp_get_user_survivor(id)) effect_over_time[id] = current_time + get_pcvar_float(g_surv_effect_time) else effect_over_time[id] = current_time + get_pcvar_float(g_effect_time) } } if (effect_started[id]) { #if defined WHEN_HITED_CANT_SHOOT freeze_user_attack(id) #endif #if defined WHEN_HITED_CANT_MOVE if (is_user_on_ground(id)) { // č¨ĺ®šč®“被č˝é‡Źç所影響的人類玩家無法移動. (即ćŻč¨ĺ®šĺ‘量大小為0.0 ,速度為1.0 ,重力為 999999.9) set_pev(id, pev_velocity, Float:{0.0,0.0,0.0}) // stop motion set_pev(id, pev_maxspeed, 1.0) // prevent from moving set_pev(id, pev_gravity, 999999.9) // set really high } #endif if (current_time >= effect_over_time[id]) { #if defined WHEN_HITED_CANT_MOVE set_pev(id, pev_gravity, get_cvar_float("zp_human_gravity")) #endif effect_started[id] = false } } if (touched_energyball[id]) { // č¨ĺ®šç•¶çŽ©ĺ®¶č˘«č˝é‡Źç擊ä¸ć™‚,必需經éŽ0.2秒後再被擊ä¸ć™‚,才ćśĺ†Ťĺ¤ĺ®šć“Šä¸ç‚şćś‰ć•. if (current_time - touch_energyball_time[id] >= 0.2) { touched_energyball[id] = false } } } return FMRES_IGNORED; }
freeze_user_attack(id) { static weap_id weap_id = get_user_weapon(id) static weap_name[32] get_weaponname(weap_id, weap_name, charsmax(weap_name)) static weap_ent weap_ent = fm_find_ent_by_owner(-1, weap_name, id) if (get_weapon_next_pri_attack(weap_ent) <= 0.1) set_weapon_next_pri_attack(weap_ent, 1.0) if (get_weapon_next_sec_attack(weap_ent) <= 0.1) set_weapon_next_sec_attack(weap_ent, 1.0) if (weap_id == CSW_XM1014 || weap_id == CSW_M3) { if (get_weapon_idle_time(weap_ent) <= 0.1) set_weapon_idle_time(weap_ent, 1.0) } } public fw_Touch(ptr, ptd) { if (!pev_valid(ptr)) return FMRES_IGNORED; static classname[32] pev(ptr, pev_classname, classname, 31) if (!equal(classname, "EnergyBall_Ent")) return FMRES_IGNORED; static owner owner = pev(ptr, pev_iuser1) static Float:ent_origin[3] pev(ptr, pev_origin, ent_origin) static sound_index sound_index = random_num(0, sizeof EnergyBall_Touch_Sound -1) engfunc(EngFunc_EmitSound, ptr, CHAN_VOICE, EnergyBall_Touch_Sound[sound_index], VOL_NORM, ATTN_NORM, 0, PITCH_NORM) static ent_speed ent_speed = pev(ptr, pev_iuser4) - EnergyBall_Deduct_Speed set_pev(ptr, pev_iuser4, ent_speed) pev(ptd, pev_classname, classname, 31) if (equal(classname, "EnergyBall_Ent")) { set_pev(ptr, pev_iuser2, 1) } else if ((1 <= ptd <= 32) && is_user_alive(ptd) && !touched_energyball[ptd]) { #if !(defined HITED_ZOMBIE_KNOCKBACK) if (zp_get_user_zombie(ptd)) return FMRES_IGNORED; #endif if (round_end) return FMRES_IGNORED; touched_energyball[ptd] = true touch_energyball_time[ptd] = current_time static Float:origin[3], Float:velocity1[3], Float:velocity2[3] pev(ptd, pev_origin, origin) pev(ptd, pev_velocity, velocity1) particle_burst_effect(origin) velocity2[0] = origin[0] - ent_origin[0] velocity2[1] = origin[1] - ent_origin[1] velocity2[2] = origin[2] - ent_origin[2] static Float:speed speed = vector_length(velocity2) //將被擊飛的速度減去碰ĺ°čş«é«”重力大約ćśĺŹ—ĺ°çš„é»ĺŠ›äľ†č¨ç®—.(這裏ćŻč¨ĺ®šć 800.0) speed = floatmax(float(ent_speed) - 800.0, 0.0) / (speed > 0.0 ? speed : 1.0) xs_vec_mul_scalar(velocity2, speed, velocity2) xs_vec_sub(velocity2, velocity1, velocity2) speed = vector_length(velocity2) if (speed > 800.0) xs_vec_mul_scalar(velocity2, (800.0 / speed), velocity2) //č¨ĺ®šé™č˘«ć“ŠéŁ›çš„ĺ‘量速度不可超éŽ800.0 // 檢查被擊飛的垂直ĺ‘量,不可超éŽä¸€ĺ€‹ć•¸ĺ€Ľ,不然ćśé€ ć人物直接ć»äşˇ,這個和CS重力有關. // 這裏ćŻč¨ĺ®šć ĺ‘ä¸Šä¸ŤĺŹŻč¶…éŽ 800.0 ,ĺ‘ä¸‹ä¸ŤĺŹŻč¶…éŽ -200.0 ,主č¦ćŻĺ‘下的ĺ‘量太大接觸地面時ćśé€ ć人物直接ć»äşˇ. floatclamp(velocity2[2], -200.0, 800.0) set_pev(ptd, pev_velocity, velocity2) if (!zp_get_user_zombie(ptd)) { if (fm_get_user_godmode(ptd) || get_user_godmode(ptd)) return FMRES_IGNORED; PlaySound(ptd, EnergyBall_Hit_Pain_Sound) screen_shake(ptd, 6, 1, 5) screen_fade(ptd, 0.2, 220, 0, 0, 150) #if defined WHEN_HITED_DROP_WEAPON // č¨ĺ®šäşşéˇžçŽ©ĺ®¶ćŽ‰č˝ć‰‹ä¸ŠćŁĺś¨ç”¨çš„ć§Ť,當在ĺľčż‘的矩離被č˝é‡Źç擊ä¸ć™‚.(若ćŻĺ€–ĺ者,則不ćśćŽ‰ć§Ť) if (!zp_get_user_survivor(ptd)) { static EnergyBall_fly_time EnergyBall_fly_time = pev(ptr, pev_iuser3) if (EnergyBall_fly_time <= 10) drop_current_weapon(ptd) } #endif static damage damage = get_pcvar_num(g_damage) if (zp_get_user_survivor(ptd)) damage = floatround(float(damage) * Damage_Survivor_Multiplier) damage_human_user(owner, ptd, damage, (4.0 /5.0), DMG_BLAST, "EnergyBall") } } return FMRES_IGNORED; }
damage_human_user(attacker, victim, damage, Float:damage_armor_rate, damage_type, weapon[]) { new health = get_user_health(victim) new armor = get_user_armor(victim) // damage_armor_rate = 對人類č·ç”˛é€ ć傷害的äąć•¸. (č·ç”˛ĺ‚·ĺ®łĺ€Ľ = 總傷害值 * äąć•¸) new damage_armor = floatround(float(damage) * damage_armor_rate) // č¨ç®—扣除č·ç”˛ĺ‚·ĺ®łĺ€ĽĺľŚ,ĺ‰©ä¸‹ĺ°Ťčˇ€é‡Źć‰€é€ ć的傷害值.(這ćŻć¨ˇć“¬č·ç”˛é˛č·çš„ć•ćžś) if (damage_armor > 0 && armor > 0) { if (armor > damage_armor) { damage -= damage_armor fm_set_user_armor(victim, armor - damage_armor) } else { damage -= armor fm_set_user_armor(victim, 0) } } if (damage > 0) { if (health > damage) { set_user_takedamage(victim, damage, damage_type) effect_started[victim] = false be_hited[victim] = true be_hit_check_time[victim] = current_time + 1.0 //č¨ĺ®šč˘«č˝é‡Źç擊ä¸ĺľŚ,ĺ»¶é˛1.0秒才ćśĺ°Ťč˘«ć“Šä¸çš„目標發生影響. } else { new frags = get_user_frags(attacker) #if defined WHEN_DAMAGE_OVER_HEALTH_INFECT // 只有在感染的模回ĺ模式ä¸,且不ćŻĺś¨ćś€ĺľŚä¸€ĺ€‹äşşéˇžć–ćŻĺ€–ĺ者的ć…ćłä¸‹,才ćśč˘«ć„źćź“變ć喪屍. if (is_infect_round && !(zp_get_user_last_human(victim) || zp_get_user_survivor(victim))) { if (zp_infect_user(victim, 0)) { new weapon_string[64] format(weapon_string, charsmax(weapon_string), "%s (Infect)", weapon) SendDeathMsg(attacker, victim, 1, weapon_string) cs_set_user_deaths(victim, get_user_deaths(victim) + 1) } else { set_msg_block(g_msgDeathMsg, BLOCK_SET) ExecuteHamB(Ham_Killed, victim, attacker, 0) set_msg_block(g_msgDeathMsg, BLOCK_NOT) SendDeathMsg(attacker, victim, 0, weapon) } } else { #endif set_msg_block(g_msgDeathMsg, BLOCK_SET) ExecuteHamB(Ham_Killed, victim, attacker, 0) set_msg_block(g_msgDeathMsg, BLOCK_NOT) SendDeathMsg(attacker, victim, 0, weapon) #if defined WHEN_DAMAGE_OVER_HEALTH_INFECT } #endif fm_set_user_frags(attacker, frags + 1) zp_set_user_ammo_packs(attacker, zp_get_user_ammo_packs(attacker) + 1) FixDeadAttrib(victim, (is_user_alive(victim) ? 0 : 1)) Update_ScoreInfo(victim, get_user_frags(victim), get_user_deaths(victim)) FixDeadAttrib(attacker, (is_user_alive(attacker) ? 0 : 1)) Update_ScoreInfo(attacker, get_user_frags(attacker), get_user_deaths(attacker)) /* new k_name[32], v_name[32], k_authid[32], v_authid[32], k_team[10], v_team[10] get_user_name(attacker, k_name, charsmax(k_name)) get_user_team(attacker, k_team, charsmax(k_team)) get_user_authid(attacker, k_authid, charsmax(k_authid)) get_user_name(victim, v_name, charsmax(v_name)) get_user_team(victim, v_team, charsmax(v_team)) get_user_authid(victim, v_authid, charsmax(v_authid)) log_message("^"%s<%d><%s><%s>^" killed ^"%s<%d><%s><%s>^" with ^"%s^"", k_name, get_user_userid(attacker), k_authid, k_team, v_name, get_user_userid(victim), v_authid, v_team, weapon) */ } } }
public fw_StartFrame() { current_time = get_gametime() static Float:next_check_time, id if (current_time < next_check_time) return FMRES_IGNORED; else next_check_time = current_time + 0.1 #if defined HAVE_DYNAMIC_LIGHT_EFFECT static Float:origin[3] #endif for (id = 1; id <= maxplayers; id++) { if (!is_user_alive(id) || !zp_get_user_zombie(id) || zp_get_user_zombie_class(id) != g_zclass_energyball) continue; if (make_energyball[id]) { #if defined HAVE_DYNAMIC_LIGHT_EFFECT pev(id, pev_origin, origin) // 當喪屍ćŁĺś¨čšé›†č˝é‡Źç時,身體所發出的光環ć•ćžś. create_dynamic_light(origin, 15, 127, 255, 212, 2) #endif // ć’放čšé›†č˝é‡Źç時的音ć•,這裏ćŻč¨ĺ®šćŻŹéš”1.0ç§’ć’放一次. if (current_time > next_play_sound_time[id]) { engfunc(EngFunc_EmitSound, id, CHAN_VOICE, EnergyBall_Make_Sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM) next_play_sound_time[id] = current_time + 1.0 } } else if (have_energyball[id]) { #if defined HAVE_DYNAMIC_LIGHT_EFFECT pev(id, pev_origin, origin) // 當喪屍已經čšé›†ĺĄ˝č˝é‡Źç時,身體所發出的光環ć•ćžś. create_dynamic_light(origin, 15, 244, 102, 255, 2) #endif fm_set_weaponmodel_ent(id, EnergyBall_P_Model) if (pev_valid(g_ent_weaponmodel[id])) { fm_set_rendering(g_ent_weaponmodel[id], kRenderFxGlowShell, 224, 102, 255, kRenderNormal, 255) } } if (!have_energyball[id]) { fm_remove_weaponmodel_ent(id) } } return FMRES_IGNORED; }
#if defined WHEN_DAMAGE_MAKE_FAIL public fw_TakeDamage(victim, inflictor, attacker, Float:damage, damage_type) { if (victim == attacker || !is_user_connected(attacker)) return HAM_IGNORED; if (!zp_get_user_zombie(victim) || zp_get_user_zombie(attacker)) return HAM_IGNORED; if (zp_get_user_zombie_class(victim) != g_zclass_energyball || zp_get_user_nemesis(victim)) return HAM_IGNORED; if (!(damage_type & DMG_BULLET)) return HAM_IGNORED; if (!make_energyball[victim] && !have_energyball[victim]) { get_attack_damage[victim] = 0.0 return HAM_IGNORED; } if (current_time > damage_check_time[victim]) { get_attack_damage[victim] = 0.0 damage_check_time[victim] = current_time + Damage_Check_Time_Range } get_attack_damage[victim] += damage if (get_attack_damage[victim] >= Get_Amount_Of_Damage) { get_attack_damage[victim] = 0.0 damage_check_time[victim] = current_time + Damage_Check_Time_Range check_step[victim] = 1 step_started[victim] = false make_energyball[victim] = false have_energyball[victim] = false //set_user_weapon_attack_time(id, 0.0) } return HAM_IGNORED; } #endif
public shoot_energyball(id) { if (!is_user_alive(id) || !zp_get_user_zombie(id) || zp_get_user_zombie_class(id) != g_zclass_energyball) return; new dist = get_forward_view_dist(id) if (dist < Short_Dist_Cant_Shoot) //ç•¶ćŁĺ‰Ťć–ąč¦–角多少距離內若有障礙物時,則無法射出č˝é‡Źç. return; SendWeaponAnim(id, 7) fm_remove_weaponmodel_ent(id) new Float:origin[3], Float:vector[3] pev(id, pev_origin, origin) velocity_by_aim(id, 45, vector) xs_vec_add(origin, vector, origin) new Float:angles[3] pev(id, pev_angles, angles) new ent = create_entity_object2("EnergyBall_Ent", SOLID_BBOX, MOVETYPE_BOUNCEMISSILE, 1, EnergyBall_W_Model, Float:{ 20.0, 20.0, 20.0 }, angles, origin) if (ent == -1) return; new Float:speed = vector_length(vector) speed = get_pcvar_float(g_speed) / (speed > 0.0 ? speed : 1.0) xs_vec_mul_scalar(vector, speed, vector) speed = vector_length(vector) set_pev(ent, pev_iuser4, floatround(speed)) //č¨éŚ„č˝é‡Źç的飛行速度 set_pev(ent, pev_iuser3, 0) //č¨éŚ„č˝é‡Źç的飛行時間(單位:0.1s) set_pev(ent, pev_iuser2, 0) //č¨éŚ„č˝é‡ŹçćŻĺ¦ćś‰ĺ’ŚĺŹ¦ä¸€ĺ€‹č˝é‡Źçäş’ç›¸ç˘°ć’žéŽ set_pev(ent, pev_iuser1, id) //č¨éŚ„č˝é‡Źç發射者的ID set_pev(ent, pev_velocity, vector) fm_set_rendering(ent, kRenderFxGlowShell, 224, 102, 255, kRenderNormal, 255) engfunc(EngFunc_EmitSound, id, CHAN_VOICE, EnergyBall_Shoot_Sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM) create_beam_follow(ent, 224, 102, 255, 200) new param[4] param[0] = ent param[1] = 100 //č¨ĺ®šč˝é‡Źç的最長飛行時間(單位:0.1s) param[2] = 3 //č¨ĺ®šéš”多少時間,重č¨ĺ®šä¸€ć¬ˇč˝é‡Źççš„ĺ‘量速度(單位:0.1s) param[3] = 0 //č¨éŚ„č˝é‡Źç的卡住狀態的連續次數 (若ćŻĺŤˇä˝Źć…ćłé€ŁçşŚĺ¤Şĺ¤šć¬ˇ,則č¨ĺ®šč®“č˝é‡Źçç†ç‚¸) set_task(1.0, "energyball_fly", Task_ID_1, param, 4) if (get_pcvar_num(g_shoot_times) != 0) { energyball_num[id]-- if (energyball_num[id] > 0) ChatColor(id, "!g[ZP] !y%L",id, "TESLA_INFO4", energyball_num[id]) else ChatColor(id, "!g[ZP] !y%L",id, "TESLA_ALL_ENERGY") } cooldown_started[id] = true cooldown_over_time[id] = current_time + get_pcvar_float(g_cooldown) }
public energyball_fly(param[4]) { new ent = param[0] if (!pev_valid(ent)) return; if (round_end) { if (pev_valid(ent)) { //kill_beam(ent) engfunc(EngFunc_RemoveEntity, ent) } return; } // č¨ĺ®šč˝é‡Źç的飛行拖尾ć•ćžś kill_beam(ent) create_beam_follow(ent, 224, 102, 255, 200) // 取得č˝é‡Źç目前的ĺ‘量和速度 new Float:velocity[3] pev(ent, pev_velocity, velocity) new Float:speed = vector_length(velocity) // 取得č˝é‡Źç目前的位置座標 new Float:origin[3] pev(ent, pev_origin, origin) // č¨ĺ®šč¨éŚ„č˝é‡Źç的飛行時間. new EnergyBall_fly_time = pev(ent, pev_iuser3) set_pev(ent, pev_iuser3, EnergyBall_fly_time + 1) // 取得č˝é‡ŹçćŻĺ¦ćś‰ĺ’Śĺʦ䏀鎆č˝é‡Źç碰撞éŽçš„狀態. new touch_EnergyBall = pev(ent, pev_iuser2) // ç•¶č˝é‡Źç有卡住ć…ćłć™‚,則開始累č¨ć¬ˇć•¸;但如果有解除卡住的ć…ćłć™‚,則將已累č¨ć¬ˇć•¸ć¸é›¶. if (is_ent_stuck(ent)) param[3]++ else param[3] = 0 // 當最長可飛行時間çµćťźć™‚,ć–ćŻĺ’ŚĺŹ¦ä¸€ĺ€‹č˝é‡Źç碰撞éŽ,ć–ćŻé€ŁçşŚĺŤˇä˝Źč¶…éŽ5次č¨ć•¸,ć–ćŻé€źĺş¦ĺ°Źć–Ľ20時,則č¨ĺ®šč®“č˝é‡Źçç†ç‚¸. if (param[1] <= 0 || touch_EnergyBall || param[3] >= 5 || speed <= 20.0) { set_pev(ent, pev_velocity, { 0.0, 0.0, 0.0 }) create_explo2(origin) create_blast_effect(origin, 224, 102, 255, 200, get_pcvar_float(g_explosion_range)) if (!round_end) search_in_range_target(origin) if (pev_valid(ent)) engfunc(EngFunc_RemoveEntity, ent) return; } // 重新č¨ĺ®šč˝é‡Źççš„ĺ‘量速度 if (param[2] <= 0) { new set_speed = pev(ent, pev_iuser4) speed = float(set_speed) / (speed > 0.0 ? speed : 1.0) xs_vec_mul_scalar(velocity, speed, velocity) set_pev(ent, pev_velocity, velocity) param[2] = 3 } param[2]-- param[1]-- set_task(0.1, "energyball_fly", Task_ID_1, param, 4) }
public search_in_range_target(Float:origin[3]) { new i, Float:target_origin[3], Float:dist for (i = 1; i <= maxplayers; i++) { if (!is_user_alive(i) || zp_get_user_zombie(i)) continue; if (fm_get_user_godmode(i) || get_user_godmode(i)) continue; pev(i, pev_origin, target_origin) dist = get_distance_f(origin, target_origin) if (dist > get_pcvar_float(g_explosion_range)) continue; //screen_fade(i, 0.2, 224, 102, 255, 150) screen_fade(i, 0.2, 122, 55, 139, 150) be_hited[i] = true be_hit_check_time[i] = current_time } }
public zp_user_humanized_post(id) { fm_remove_weaponmodel_ent(id) reset_cvars(id) }
#if defined WHEN_DAMAGE_OVER_HEALTH_INFECT public zp_round_started(gamemode, id) { is_infect_round = (gamemode == MODE_INFECTION || gamemode == MODE_MULTI) } #endif
public logevent_round_end() { round_end = true }
public client_connect(id) { reset_cvars(id) }
public client_disconnect(id) { fm_remove_weaponmodel_ent(id) reset_cvars(id) }
public NewRound(id) { fm_remove_weaponmodel_ent(id) reset_cvars(id) }
public Death() { new id = read_data(2) if (!(1 <= id <= maxplayers)) return; fm_remove_weaponmodel_ent(id) reset_cvars(id) }
public event_round_start() { round_end = false remove_energyball() #if defined WHEN_DAMAGE_OVER_HEALTH_INFECT is_infect_round = false #endif }
public reset_cvars(id) { energyball_num[id] = get_pcvar_num(g_shoot_times) check_step[id] = 1 step_started[id] = false step_check_time[id] = 0.0 make_energyball[id] = false have_energyball[id] = false cooldown_started[id] = false cooldown_over_time[id] = 0.0 be_hited[id] = false be_hit_check_time[id] = 0.0 effect_started[id] = false effect_over_time[id] = 0.0 touched_energyball[id] = false touch_energyball_time[id] = 0.0 g_ent_weaponmodel[id] = 0 }
public remove_energyball() { new ent = fm_find_ent_by_class(-1, "EnergyBall_Ent") while(ent) { engfunc(EngFunc_RemoveEntity, ent) ent = fm_find_ent_by_class(ent, "EnergyBall_Ent") } }
stock create_entity_object2(const classname[], solid, movetype, sequence, const model[], Float:size[3], Float:angles[3], Float:origin[3]) { // Create entity new ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target")) if (!pev_valid(ent)) return -1; // Set entity status set_pev(ent, pev_classname, classname) set_pev(ent, pev_solid, solid) set_pev(ent, pev_movetype, movetype) set_pev(ent, pev_sequence, sequence) // Set entity size new Float:half_size[3], Float:mins[3], Float:maxs[3] half_size[0] = size[0] / 2.0 half_size[1] = size[1] / 2.0 half_size[2] = size[2] / 2.0 mins[0] = 0.0 - half_size[0] mins[1] = 0.0 - half_size[1] mins[2] = 0.0 - half_size[2] maxs[0] = half_size[0] maxs[1] = half_size[1] maxs[2] = half_size[2] engfunc(EngFunc_SetSize, ent, mins, maxs) // Set entity angles set_pev(ent, pev_angles, angles) // Set entity model if (strlen(model) > 0) engfunc(EngFunc_SetModel, ent, model) // Set entity origin set_pev(ent, pev_origin, origin) return ent; }
stock get_forward_view_dist(id) { new iOrigin1[3], iOrigin2[3] get_user_origin(id, iOrigin1, 0) get_user_origin(id, iOrigin2, 3) new dist = get_distance(iOrigin1, iOrigin2) return dist; }
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)) }
stock fm_set_user_armor(index, armor) { set_pev(index, pev_armorvalue, float(armor)); return 1; }
stock fm_set_user_health(index, health) { health > 0 ? set_pev(index, pev_health, float(health)) : dllfunc(DLLFunc_ClientKill, index); return 1; }
stock set_user_takedamage(index, damage, damage_type) { new Float:origin[3], iOrigin[3] pev(index, pev_origin, origin) FVecIVec(origin, iOrigin) message_begin(MSG_ONE, g_msgDamage, _, index) write_byte(21) // damage save write_byte(20) // damage take write_long(damage_type) // damage type write_coord(iOrigin[0]) // position.x write_coord(iOrigin[1]) // position.y write_coord(iOrigin[2]) // position.z message_end() fm_set_user_health(index, max(get_user_health(index) - damage, 0)) }
stock fm_set_user_frags(index, frags) { set_pev(index, pev_frags, float(frags)); return 1; }
stock is_user_on_ground(index) { if (pev(index, pev_flags) & FL_ONGROUND) return true; return false; }
stock is_ent_stuck(ent) { static Float:originF[3] pev(ent, pev_origin, originF) engfunc(EngFunc_TraceHull, originF, originF, 0, HULL_HEAD, ent, 0) if (get_tr2(0, TR_StartSolid) || get_tr2(0, TR_AllSolid) || !get_tr2(0, TR_InOpen)) return true; return false; }
stock Float:get_weapon_next_pri_attack(entity) { return get_pdata_float(entity, OFFSET_flNextPrimaryAttack, OFFSET_LINUX_WEAPONS) }
stock set_weapon_next_pri_attack(entity, Float:time) { set_pdata_float(entity, OFFSET_flNextPrimaryAttack, time, OFFSET_LINUX_WEAPONS) }
stock Float:get_weapon_next_sec_attack(entity) { return get_pdata_float(entity, OFFSET_flNextSecondaryAttack, OFFSET_LINUX_WEAPONS) }
stock set_weapon_next_sec_attack(entity, Float:time) { set_pdata_float(entity, OFFSET_flNextSecondaryAttack, time, OFFSET_LINUX_WEAPONS) }
stock Float:get_weapon_idle_time(entity) { return get_pdata_float(entity, OFFSET_flTimeWeaponIdle, OFFSET_LINUX_WEAPONS) }
stock set_weapon_idle_time(entity, Float:time) { set_pdata_float(entity, OFFSET_flTimeWeaponIdle, time, OFFSET_LINUX_WEAPONS) }
stock fm_find_ent_by_owner(entity, const classname[], owner) { while ((entity = engfunc(EngFunc_FindEntityByString, entity, "classname", classname)) && (pev(entity, pev_owner) != owner)) {} return entity; }
stock fm_find_ent_by_class(index, const classname[]) { return engfunc(EngFunc_FindEntityByString, index, "classname", classname) }
#if defined WHEN_HITED_DROP_WEAPON stock drop_current_weapon(id) { static weapon_id, clip, ammo weapon_id = get_user_weapon(id, clip, ammo) if (((1<<weapon_id) & PRIMARY_WEAPONS_BIT_SUM) || ((1<<weapon_id) & SECONDARY_WEAPONS_BIT_SUM)) { static weapon_name[32] get_weaponname(weapon_id, weapon_name, sizeof weapon_name - 1) engclient_cmd(id, "drop", weapon_name) } } #endif
stock PlaySound(index, const sound[]) { if (equal(sound[strlen(sound)-4], ".mp3")) client_cmd(index, "mp3 play ^"sound/%s^"", sound) else client_cmd(index, "spk ^"%s^"", sound) }
stock SendWeaponAnim(id, iAnim) { set_pev(id, pev_weaponanim, iAnim) message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, _, id) write_byte(iAnim) write_byte(pev(id, pev_body)) message_end() }
stock SendDeathMsg(attacker, victim, headshot, const weapon[]) // Send Death Message { message_begin(MSG_BROADCAST, g_msgDeathMsg) write_byte(attacker) // killer write_byte(victim) // victim write_byte(headshot) // headshot flag [1 or 0] write_string(weapon) // killer's weapon message_end() }
stock FixDeadAttrib(id, dead_flag = 0) // Fix Dead Attrib on scoreboard { message_begin(MSG_BROADCAST, g_msgScoreAttrib) write_byte(id) // id write_byte(dead_flag) // attrib message_end() }
stock Update_ScoreInfo(id, frags, deaths) // Update Player's Frags and Deaths { // Update scoreboard with attacker's info message_begin(MSG_BROADCAST, g_msgScoreInfo) write_byte(id) // id write_short(frags) // frags write_short(deaths) // deaths write_short(0) // class? write_short(get_user_team(id)) // team message_end() }
stock screen_shake(id, amplitude = 4, duration = 2, frequency = 10) { message_begin(MSG_ONE_UNRELIABLE, g_msgScreenShake, _, id) write_short((1<<12)*amplitude) // 振幅 write_short((1<<12)*duration) // 時間 write_short((1<<12)*frequency) // é »çŽ‡ message_end() }
stock screen_fade(id, Float:time, red, green, blue, alpha) { // Add a blue tint to their screen message_begin(MSG_ONE_UNRELIABLE, g_msgScreenFade, _, id) write_short((1<<12)*1) // duration write_short(floatround((1<<12)*time)) // hold time write_short(0x0000) // fade type write_byte(red) // red write_byte(green) // green write_byte(blue) // blue write_byte(alpha) // alpha message_end() }
stock particle_burst_effect(const Float:originF[3]) { // Particle burst engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0) write_byte(TE_PARTICLEBURST) // TE id engfunc(EngFunc_WriteCoord, originF[0]) // x engfunc(EngFunc_WriteCoord, originF[1]) // y engfunc(EngFunc_WriteCoord, originF[2]) // z write_short(50) // radius write_byte(70) // color write_byte(3) // duration (will be randomized a bit) message_end() }
#if defined HAVE_DYNAMIC_LIGHT_EFFECT stock create_dynamic_light(const Float:originF[3], radius, red, green, blue, life) { // Dynamic light, effect world, minor entity effect engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0) write_byte(TE_DLIGHT) // TE id: 27 engfunc(EngFunc_WriteCoord, originF[0]) // x engfunc(EngFunc_WriteCoord, originF[1]) // y engfunc(EngFunc_WriteCoord, originF[2]) // z write_byte(radius) // radius in 10's write_byte(red) //red write_byte(green) //green write_byte(blue) //blue write_byte(life) // life in 10's write_byte(0) // decay rate in 10's message_end() } #endif
stock create_beam_follow(entity, red, green, blue, brightness) { //Entity add 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(1) // life write_byte(10) // width write_byte(red) // r write_byte(green) // g write_byte(blue) // b write_byte(brightness) // brightness message_end() }
stock create_explo2(const Float:originF[3]) { // 在č¨ĺ®šĺş§ć¨™é»žç”˘ç”źç†ç‚¸ć•ćžś message_begin(MSG_BROADCAST, SVC_TEMPENTITY) write_byte(TE_EXPLOSION2) // TE id: 12 engfunc(EngFunc_WriteCoord, originF[0]) // x engfunc(EngFunc_WriteCoord, originF[1]) // y engfunc(EngFunc_WriteCoord, originF[2]) // z write_byte(1) // starting color write_byte(10) // num colors message_end() }
stock create_blast_effect(const Float:originF[3], red, green, blue, brightness, Float:radius) { // Light ring effect engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0) write_byte(TE_BEAMCYLINDER) // TE id: 21 engfunc(EngFunc_WriteCoord, originF[0]) // x engfunc(EngFunc_WriteCoord, originF[1]) // y engfunc(EngFunc_WriteCoord, originF[2]) // z engfunc(EngFunc_WriteCoord, originF[0]) // x axis engfunc(EngFunc_WriteCoord, originF[1]) // y axis engfunc(EngFunc_WriteCoord, originF[2] + radius) // z axis write_short(g_shokewaveSpr) // sprite write_byte(0) // startframe write_byte(0) // framerate write_byte(4) // life write_byte(60) // width write_byte(0) // noise write_byte(red) // red write_byte(green) // green write_byte(blue) // blue write_byte(brightness) // brightness write_byte(0) // speed message_end() }
stock kill_beam(entity) { // Kill all beams attached to entity message_begin(MSG_BROADCAST, SVC_TEMPENTITY) write_byte(TE_KILLBEAM) // TE id: 99 write_short(entity) message_end() }
stock fm_get_user_godmode(index) { new Float:val; pev(index, pev_takedamage, val); return (val == DAMAGE_NO); }
// Set Weapon Model on Entity stock fm_set_weaponmodel_ent(id, const weapon_model[]) { // Set model on entity or make a new one if unexistant if (!pev_valid(g_ent_weaponmodel[id])) { g_ent_weaponmodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target")) if (!pev_valid(g_ent_weaponmodel[id])) return; set_pev(g_ent_weaponmodel[id], pev_classname, "weapon_model") set_pev(g_ent_weaponmodel[id], pev_movetype, MOVETYPE_FOLLOW) set_pev(g_ent_weaponmodel[id], pev_aiment, id) set_pev(g_ent_weaponmodel[id], pev_owner, id) } static model[100] if (equal(weapon_model, "")) { static weap_id, weap_name[32] weap_id = get_user_weapon(id) get_weaponname(weap_id, weap_name, sizeof weap_name - 1) formatex(model, sizeof model - 1, "models/p_%s.mdl", weap_name[7]) } else { copy(model, sizeof model - 1, weapon_model) } engfunc(EngFunc_SetModel, g_ent_weaponmodel[id], model) }
// Remove Custom Weapon Model Entitie stock fm_remove_weaponmodel_ent(id) { // Remove "weaponmodel" ent if present if (pev_valid(g_ent_weaponmodel[id])) { engfunc(EngFunc_RemoveEntity, g_ent_weaponmodel[id]) g_ent_weaponmodel[id] = 0 } }
#if defined SUPPORT_CZBOT // CZBot support public client_putinserver(id) { if (!cvar_botquota || !is_user_bot(id) || BotHasDebug) return; new classname[32] pev(id, pev_classname, classname, 31) if (!equal(classname, "player")) set_task(0.1, "_Debug", id) } public _Debug(id) { // Make sure it's a CZ bot and it's still connected if (!get_pcvar_num(cvar_botquota) || !is_user_connected(id)) return; BotHasDebug = true RegisterHamFromEntity(Ham_TakeDamage, id, "fw_TakeDamage") } #endif public zp_user_infected_pre(id) { if(zv_get_user_flags(id) == 0) { if(zp_get_user_next_class(id) == g_zclass_energyball) { zp_set_user_zombie_class(id, 0) ChatColor(id, "!g[ZP] !y%L",id,"TESLA_VIP") ChatColor(id, "!g[ZP] !y%L",id,"TESLA_VIP2") } } }
[/spoiler]
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