Reklam gösterimini engelleyici yazılım kullandığınızı görüyoruz.
Sitemizin ayakta kalıp sizlere hizmet edebilmek için en büyük gelir kaynağı sayfamızda gösterilen reklamlardır.
Reklam gösterimde bizim sayfamıza ayrıcalık tanıyarak ayakta kalmamıza destek olmak ister misiniz ?

[BB]

Konu

#1
Beyler Bana Sadece build Timeda CT için hook lazım yapana teşekürler


#2
PHP Kod:
//#define engine

#include <amxmodx>
#include <amxmisc>
#include <fun>
#include <hamsandwich>
#if defined engine
#include <engine>
#else
#include <fakemeta>
#endif





#if defined _basebuilder_included
#endinput
#endif
#define _basebuilder_included

enum
{
COLOR_RED 0,         //200, 000, 000
COLOR_REDORANGE,     //255, 083, 073
COLOR_ORANGE,         //255, 117, 056
COLOR_YELLOWORANGE,     //255, 174, 066
COLOR_PEACH,         //255, 207, 171
COLOR_YELLOW,         //252, 232, 131
COLOR_LEMONYELLOW,     //254, 254, 034
COLOR_JUNGLEGREEN,     //059, 176, 143
COLOR_YELLOWGREEN,     //197, 227, 132
COLOR_GREEN,         //000, 200, 000
COLOR_AQUAMARINE,     //120, 219, 226
COLOR_BABYBLUE,         //135, 206, 235
COLOR_SKYBLUE,         //128, 218, 235
COLOR_BLUE,         //000, 000, 200
COLOR_VIOLET,         //146, 110, 174
COLOR_PINK,         //255, 105, 180
COLOR_MAGENTA,         //246, 100, 175
COLOR_MAHOGANY,        //205, 074, 076
COLOR_TAN,         //250, 167, 108
COLOR_LIGHTBROWN,     //234, 126, 093
COLOR_BROWN,         //180, 103, 077
COLOR_GRAY,         //149, 145, 140
COLOR_BLACK,         //000, 000, 000
COLOR_WHITE         //255, 255, 255
}

enum
{
PUSHING 1,
PULLING
}

enum
{
ATT_HEALTH 0,
ATT_SPEED,
ATT_GRAVITY
}

/**
* Returns whether Base Builder is active.
*/
stock is_basebuilder_active()
{
if(!
cvar_exists("bb_enabled"))
{
log_amx("Cvar: ^"bb_enabled^" does not exist.")
return 
0
}
return 
get_cvar_num("bb_enabled")
}

/**
* Registers a custom class which will be added to the zombie classes menu of BB.
*
* Note: The returned zombie class ID can be later used to identify
* the class when calling the bb_get_user_zombie_class() natives.
*
* @param name        Caption to display on the menu.
* @param info        Brief description of the class.
* @param model        Player model to be used.
* @param clawmodel    Claws model to be used.
* @param hp        Initial health points.
* @param speed        Maximum speed.
* @param gravity    Gravity multiplier.
* @param knockback    Empty value.
* @param adminflags    Set flag of admin only class, ADMIN_USER is normal players.
* @param credits    Cost of unlocking this class (if credits is enabled).
* @return        An internal zombie class ID, or -1 on failure.
*/
native bb_register_zombie_class(const name[], const info[], const model[], const clawmodel[], hpspeedFloat:gravityFloat:knockback 0.0adminflags ADMIN_ALLcredits )
native zp_register_zombie_class(const name[], const info[], const model[], const clawmodel[], hpspeedFloat:gravityFloat:knockback 0.0adminflags ADMIN_ALLcredits )

/**
* Returns a zombie classes cost.
*
* @param classid    A valid zombie class ID.
*/
native bb_get_class_cost(classid)

/**
* Returns a player's current zombie class ID.
*
* @param id        Player index.
* @return        Internal zombie class ID, or -1 if not yet chosen.
*/
native bb_get_user_zombie_class(id)
    
native zp_get_user_zombie_class(id)
    
/**
* Returns a player's next zombie class ID (when they respawn).
*
* @param id        Player index.
* @return        Internal zombie class ID, or -1 if not yet chosen.
*/
native bb_get_user_next_class(id)
    
native zp_get_user_next_class(id)
    
/**
* Sets a player's next zombie class ID (when they respawn).
*
* @param id        Player index.
* @param classid    A valid zombie class ID.
* @return        True on success, false otherwise.
*/
native bb_set_user_zombie_class(idclassid)
    
native zp_set_user_zombie_class(idclassid)
    
/**
* Returns whether a player is a zombie.
*
* @param id        Player index.
* @return        True if it is, false otherwise.
*/
native bb_is_user_zombie(id)
    
native zp_get_user_zombie(id)
    
/**
* Returns whether a player is banned from building.
*
* @param id        Player index.
* @return        True if it is, false otherwise.
*/
native bb_is_user_banned(id)
    
/**
* Returns whether the game is still in the build phase.
*
* @param id        Player index.
* @return        True if it is, false otherwise.
*/
native bb_is_build_phase()
    
/**
* Returns whether the game is in the preparation phase.
*
* @return        True if it is, false otherwise.
*/
native bb_is_prep_phase()
    
/**
* Returns the current build time (in seconds).
*/
native bb_get_build_time()
    
/**
* Sets the build timer to a specified number.
*
* @param time        Time to set build timer to. (integer)
*/
native bb_set_build_time(time)
    
/**
* Returns the players current color ENUM.
*
* @param id        Player index.
*/
native bb_get_user_color(id)
    
/**
* Sets the build timer to a specified number.
*
* @param id        Player index.
* @param color        Color to set. (enum)
*/
native bb_set_user_color(idcolor)
    
/**
* Drops the users entity (if he has one).
*
* @param id        Player index.
*/
native bb_drop_user_block(id)
    
/**
* Returns the users entity..
*
* @param id        Player index.
* @return        Entity index if true, 0 if none
*/
native bb_get_user_block(id)
    
/**
* Sets the users current moving block to the entity specified.
*
* @param id        Player index.
* @param entity    Entity index.
*/
native bb_set_user_block(identity)
    
/**
* Returns whether a block is locked or not.
*
* @param entity    Entity index.
* @return        True if it is, false otherwise
*/
native bb_is_locked_block(entity)
    
/**
* Locks specified block if applicable.
*
* @param entity    Entity index.
*/
native bb_lock_block(entity)
    
/**
* Unlocks specified block if applicable.
*
* @param entity    Entity index.
*/
native bb_unlock_block(identity)
    
/**
* Releases the zombies if valid.
*/
native bb_release_zombies()
    
/**
* Sets their "primary weapon" (weapon that is drawn at round start).
*
* @param id        Player index.
* @param csw_primary    CSW_ primary to set to from CSW_P228 to CSW_P90.
*/
native bb_set_user_primary(idcsw_gun)
    
/**
* Returns their current primary weapon.
*
* @param id        Player index.
* @return        Returns primary weapon as CSW_ constant.
*/
native bb_get_user_primary(id)
    
/**
* Returns current mod admin flags for the following
*
* @return        Returns the ADMIN flags for specified level
*/
native bb_get_flags_build()
    
native bb_get_flags_lock()
    
native bb_get_flags_buildban()
    
native bb_get_flags_swap()
    
native bb_get_flags_revive()
    
native bb_get_flags_guns()
    
native bb_get_flags_release()
    
native bb_get_flags_override()
    
/*------------------------------------------------------------------------------------------------*/

//Disabled until fixed

/**
* Sets a multiplier for a class (for use with credits add-on)
*
* @param id        Player index.
* @param attribute    Attribute enum to change
* @param amount    Float value hat will multiply by
* @return        Returns 1 if successful, 0 if not
*/
//native bb_set_user_mult(id, attribute, Float:amount)
/*------------------------------------------------------------------------------------------------*/

/**
* Called when the zombies are released
* at the end of the build or preparation phase
*/
forward bb_round_started()

/**
* Called when the preparation phase begins
* at the end of the build phase, before zombie release
*/
forward bb_prepphase_started()

/**
* Called when the build phase begins
* When the round starts (logevent)
*/
forward bb_buildphase_started()

/**
* Called when a player picks his NEXT zombie class
*
* @param id        Player index forwarding the event.
* @param class        Class index picked
*/
forward bb_zombie_class_picked(id, class)

/**
* Called when a player has his CURRENT class applied. (respawn)
*
* @param id        Player index forwarding the event.
* @param class        Class index picked
*/
forward bb_zombie_class_set(id, class)

/**
* Called when a player pushes or pulls an entity
*
* @param id        Player index forwarding the event.
* @param entity    The entity index being moved
* @param pushpull    Whether it's being pushed or pulled
*            1 = pushing, 2 = pulling
*/
forward bb_block_pushpull(identitypushpull)

/**
* Called when a player grabs an entity
*    Before entity successfully grabbed
*
* @param id        Player index forwarding the event.
* @param entity    The entity index being grabbed
*/
forward bb_grab_pre(identity)

/**
* Called when a player grabs an entity
*    After the entity is grabbed
*
* @param id        Player index forwarding the event.
* @param entity    The entity index being grabbed
*/
forward bb_grab_post(identity)

/**
* Called when a player drops an entity
*    Before entity actually dropped
*
* @param id        Player index forwarding the event.
* @param entity    The entity index being dropped
*/
forward bb_drop_pre(identity)

/**
* Called when a player drops an entity
*    After the entity is dropped
*
* @param id        Player index forwarding the event.
* @param entity    The entity index being dropped
*/
forward bb_drop_post(identity)

/**
* Called when a player receives a new color
*    Only when they random or select from menu
*
* @param id        Player index forwarding the event.
* @param color        The entity index being dropped
*/
forward bb_new_color(idcolor)

/**
* Called when a player locks an entity
*    Before entity actually locked
*
* @param id        Player index forwarding the event.
* @param entity    The entity index being locked
*/
forward bb_lock_pre(identity)

/**
* Called when a player locks an entity
*    After the entity is locked
*
* @param id        Player index forwarding the event.
* @param entity    The entity index being locked
*/
forward bb_lock_post(identity)
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1033\\ f0\\ fs16 \n\\ par }
*/




//Used for Hook
new bool:hook[33]
new 
hook_to[33][3]
new 
hook_speed_cvar



//Used for All
new beamsprite


/****************************
Register Commands and CVARs
****************************/

public plugin_init()
{
    
register_plugin("Hook","1.0","GHW_Chronic")
    
register_concmd("+hook","hook_on",ADMIN_KICK," - Use +hook")
    
register_concmd("-hook","hook_off")
    
register_concmd("hook_toggle","hook_toggle",ADMIN_LEVEL_G,"Toggles your hook on and off")

    
RegisterHam(Ham_Spawn"player""fwdHamPlayerSpawn"1)
    
hook_speed_cvar register_cvar("claw_degismeyenhook_hizi","7")
    
    
register_logevent("YeniTur",2,"1=Round_Start")
}


public 
fwdHamPlayerSpawn(id)
{
    
hook_off(id);
    
remove_task(id);
}

/**********************************
Register beam sprite + Hook Sound
**********************************/

public plugin_precache()
{
    
beamsprite precache_model("sprites/dot.spr")
    
precache_sound("weapons/xbow_hit2.wav")
}


/*****************************
Reset VARs on client connect
*****************************/

public YeniTur() {
    
    new 
players[32], inum
    
static id
    get_players
(playersinum)
    for(new 
i;i<inumi++) {
        
id players[i]
        if(
get_user_flags(id) & ADMIN_LEVEL_G) {
            
remove_task(id);
        }
    }
}

public 
client_putinserver(id)
{
    
hook_off(id)
}

/*****
Hook
*****/

public hook_toggle(id,level,cid)
{
    if(
hook[id]) hook_off(id)
    else 
hook_on(id,level,cid)
    return 
PLUGIN_HANDLED
}

public 
hook_on(id,level,cid)
{    
    if(!
cmd_access(id,level,cid,1))
    {
        return 
PLUGIN_HANDLED
    
}
    if(
bb_is_build_phase()) 
    {
        if(
hook[id])
        {
            return 
PLUGIN_HANDLED
        
}
        
set_user_gravity(id,0.0)
        
set_task(0.1,"hook_prethink",id+10000,"",0,"b")
        
hook[id]=true
        hook_to
[id][0]=999999
        hook_prethink
(id+10000)
        
console_cmd(id"spk weapons/xbow_hit2.wav")
        return 
PLUGIN_HANDLED
    
}
    else
    {
        
hook_off(id)
        
remove_task(id)
    }
    return 
PLUGIN_HANDLED
}

public 
hook_off(id)
{
    if(
is_user_alive(id))
        
hook[id]=false
    
return PLUGIN_HANDLED
}

public 
hook_prethink(id)
{
    
id -= 10000
    
if(!is_user_alive(id))
    {
        
hook[id]=false
    
}
    if(!
hook[id])
    {
        
remove_task(id+10000)
        return 
PLUGIN_HANDLED
    
}
    
    
//Get Id's origin
    
static origin1[3]
    
get_user_origin(id,origin1)
    
    if(
hook_to[id][0]==999999)
    {
        static 
origin2[3]
        
get_user_origin(id,origin2,3)
        
hook_to[id][0]=origin2[0]
        
hook_to[id][1]=origin2[1]
        
hook_to[id][2]=origin2[2]
    }
    
    
//Create blue beam
    
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
    
write_byte(1)        //TE_BEAMENTPOINT
    
write_short(id)        // start entity
    
write_coord(hook_to[id][0])
    
write_coord(hook_to[id][1])
    
write_coord(hook_to[id][2])
    
write_short(beamsprite)
    
write_byte(1)        // framestart
    
write_byte(1)        // framerate
    
write_byte(2)        // life in 0.1's
    
write_byte(5)        // width
    
write_byte(0)        // noise
    
write_byte(0)        // red
    
write_byte(0)        // green
    
write_byte(255)        // blue
    
write_byte(200)        // brightness
    
write_byte(0)        // speed
    
message_end()
    
    
//Calculate Velocity
    
static Float:velocity[3]
    
velocity[0] = (float(hook_to[id][0]) - float(origin1[0])) * 3.0
    velocity
[1] = (float(hook_to[id][1]) - float(origin1[1])) * 3.0
    velocity
[2] = (float(hook_to[id][2]) - float(origin1[2])) * 3.0
    
    
static Float:y
    y 
velocity[0]*velocity[0] + velocity[1]*velocity[1] + velocity[2]*velocity[2]
    
    static 
Float:x
    x 
= (get_pcvar_float(hook_speed_cvar) * 120.0) / floatsqroot(y)
    
    
velocity[0] *= x
    velocity
[1] *= x
    velocity
[2] *= x
    
    set_velo
(id,velocity)
    
    return 
PLUGIN_CONTINUE
}

public 
get_origin(ent,Float:origin[3])
{
    
#if defined engine
    
return entity_get_vector(id,EV_VEC_origin,origin)
    
#else
    
return pev(ent,pev_origin,origin)
    
#endif
}

public 
set_velo(id,Float:velocity[3])
{
    
#if defined engine
    
return set_user_velocity(id,velocity)
    
#else
    
return set_pev(id,pev_velocity,velocity)
    
#endif
}

public 
get_velo(id,Float:velocity[3])
{
    
#if defined engine
    
return get_user_velocity(id,velocity)
    
#else
    
return pev(id,pev_velocity,velocity)
    
#endif
}

public 
is_valid_ent2(ent)
{
    
#if defined engine
    
return is_valid_ent(ent)
    
#else
    
return pev_valid(ent)
    
#endif
}

public 
get_solidity(ent)
{
    
#if defined engine
    
return entity_get_int(ent,EV_INT_solid)
    
#else
    
return pev(ent,pev_solid)
    
#endif
}

stock set_rendering2(indexfx=kRenderFxNoner=255g=255b=255render=kRenderNormalamount=16)
{
    
#if defined engine
    
return set_rendering(index,fx,r,g,b,render,amount)
    
#else
    
set_pev(indexpev_renderfxfx);
    new 
Float:RenderColor[3];
    
RenderColor[0] = float(r);
    
RenderColor[1] = float(g);
    
RenderColor[2] = float(b);
    
set_pev(indexpev_rendercolorRenderColor);
    
set_pev(indexpev_rendermoderender);
    
set_pev(indexpev_renderamtfloat(amount));
    return 
1;
    
#endif
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1055\\ f0\\ fs16 \n\\ par } 
çözüldüyse rep verip belirtmeyi unutma. @Emir456


#3
14-) Konu başlığı acıklayıcı olsun.Acil.Lütfen Bakın, Yardım Edin gibi konu başlığıyla açılan konular çöpe taşınır.

Konu Kilitlenip Çöp Kutusuna Taşınmıştır


#4
Son Düzenleme: 07-07-2017, Saat: 23:47, Düzenleyen: Mariachi.
Konu Kilitlenip çöpe taşındı

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