Hali.
Valaki ezt ki tudná javítani úgy, hogy szóljon a hang amikor késelek a levegőbe vagy a falba vagy a zombiba.
A hit résznél.
#include <amxmodx>
#include <fakemeta>
#include <zombieplague>
new const g_survivor_hit_sound[][] = { "just_human/knife_hit1.wav" , "just_human/knife_hit2.wav" , "just_human/knife_hit3.wav" , "just_human/knife_hit4.wav" , "just_human/knife_hitwall1.wav" , "just_human/knife_slash1.wav" , "just_human/knife_slash2.wav" , "human/knife_stab.wav" }
new const g_survivor_pain_sound[][] = { "just_human/pain.wav" , "just_human/pain1.wav" }
new const g_survivor_die_sound[][] = { "just_human/pain2.wav" , "just_human/pain4.wav" }
#define PLUGIN "Ember hit and pain & die hang"
#define VERSION "0.1"
#define AUTHOR "frisT & pixxa112"
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR)
register_forward(FM_EmitSound, "fw_EmitSounHuman")
}
public plugin_precache()
{
for(new iPlayer = 0; iPlayer < sizeof g_survivor_hit_sound; iPlayer ++)
{
precache_sound(g_survivor_hit_sound[iPlayer])
}
for(new iPlayer = 0; iPlayer < sizeof g_survivor_paint_sound; iPlayer ++)
{
precache_sound(g_survivor_pain_sound[iPlayer])
}
for(new iPlayer = 0; iPlayer < sizeof g_survivor_die_sound; iPlayer ++)
{
precache_sound(g_survivor_die_sound[iPlayer])
}
}
public fw_EmitSounHuman(id, channel, const sample[], Float:volume, Float:attn, flags, pitch)
{
if (sample[0] == 'h' && sample[1] == 'o' && sample[2] == 's' && sample[3] == 't' && sample[4] == 'a' && sample[5] == 'g' && sample[6] == 'e')
return FMRES_SUPERCEDE;
if (!is_user_connected(id) )
return FMRES_IGNORED;
if(sample[7] == 'b' && sample[8] == 'h' && sample[9] == 'i' && sample[10] == 't')
{
if(!zp_get_user_zombie(id) && !zp_get_user_survivor(id) && !zp_get_user_nemesis(id))
{
emit_sound(id, channel, g_survivor_pain_sound[random_num(0, sizeof g_survivor_hit_sound - 1)] , volume, attn, flags, pitch)
return FMRES_SUPERCEDE
}
}
if(sample[7] == 'b' && sample[8] == 'h' && sample[9] == 'i' && sample[10] == 't')
{
if(!zp_get_user_zombie(id) && !zp_get_user_survivor(id) && !zp_get_user_nemesis(id))
{
emit_sound(id, channel, g_survivor_pain_sound[random_num(0, sizeof g_survivor_pain_sound - 1)] , volume, attn, flags, pitch)
return FMRES_SUPERCEDE
}
}
if(sample[7] == 'd' && ((sample[8] == 'i' && sample[9] == 'e') || (sample[8] == 'e' && sample[9] == 'a')))
{
if(!zp_get_user_zombie(id) && !zp_get_user_survivor(id) && !zp_get_user_nemesis(id))
{
emit_sound(id, channel, g_survivor_die_sound[random_num(0, sizeof g_survivor_die_sound - 1)] , volume, attn, flags, pitch)
return FMRES_SUPERCEDE
}
}
return FMRES_IGNORED
}