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Silinmiş Konu   | cvar ayarı

Konu

#1
Son Düzenleme: 24-06-2018, Saat: 01:55, Düzenleyen: 1damardan1.
sa arkadaşlar bu bıçağa cvar ayarları ekliyebilcek varmı acaba damage knockback gravity gibi elinde bıçak varken yüksek zıplama  1 roundluk mu kalıcımı olsun gibi 

PHP Kod:
#include <amxmodx>
#include <engine>
#include <fakemeta>
#include <fakemeta_util>
#include <hamsandwich>
#include <cstrike>
#include <xs>
#include <zombieplague>

#define PLUGIN "[ZP] Extra Item: Dragon Sword"
#define VERSION "2.0"
#define AUTHOR "Dias Leon"

#define V_MODEL "models/v_dragonsword2.mdl"
#define P_MODEL "models/p_dragonsword.mdl"

#define CSW_DRAGONSWORD CSW_KNIFE
#define weapon_dragonsword "weapon_knife"
#define WEAPON_ANIMEXT "knife" //"skullaxe"

#define DRAW_TIME 1.0

#define SLASH_ROTATE_DAMAGE 250.0
#define SLASH_ROTATE_RADIUS 120.0
#define SLASH_ROTATE_POINT_DIS 60.0
#define SLASH_ROTATE_DELAY_TIME 0.7
#define SLASH_ROTATE_RESET_TIME 1.0

#define SLASH_AHEAD_DAMAGE 350.0
#define SLASH_AHEAD_RADIUS 100.0
#define SLASH_AHEAD_POINT_DIS 30.0
#define SLASH_AHEAD_DELAY_TIME 0.3
#define SLASH_AHEAD_RESET_TIME 0.9

#define STAB_DAMAGE 550.0
#define STAB_RADIUS 110.0
#define STAB_POINT_DIS 80.0
#define STAB_TIME 0.657
#define STAB_RESET_TIME 0.75

#define TASK_SLASHING 2033+20
#define TASK_STABING 2033+10

// OFFSET
const PDATA_SAFE 2
const OFFSET_LINUX_WEAPONS 4
const OFFSET_WEAPONOWNER 41
const m_flNextAttack 83
const m_szAnimExtention 492

new const DragonSword_Sound[8][] = 
{
    
"weapons/dragonsword_draw.wav",
    
"weapons/dragonsword_hit1.wav",
    
"weapons/dragonsword_hit2.wav",
    
"weapons/dragonsword_idle.wav",
    
"weapons/dragonsword_slash1.wav",
    
"weapons/dragonsword_slash2.wav",
    
"weapons/dragonsword_stab_hit.wav",
    
"weapons/dragonsword_wall.wav"
}

enum
{
    
ATTACK_SLASH_ROTATE 1,
    
ATTACK_SLASH_AHEAD,
    
ATTACK_STAB
}

enum
{
    
DS_ANIM_IDLE 0,
    
DS_ANIM_SLASH_ROTATE,
    
DS_ANIM_SLASH_AHEAD,
    
DS_ANIM_DRAW,
    
DS_ANIM_STAB_BEGIN,
    
DS_ANIM_STAB_END
}

enum
{
    
HIT_NOTHING 0,
    
HIT_ENEMY,
    
HIT_WALL
}

new 
g_DragonSword
new g_Had_DragonSword[33], g_Slashing_Mode[33], g_Attack_Mode[33], g_Checking_Mode[33], g_Hit_Ing[33]
new 
g_Old_Weapon[33], g_Ham_Botg_MaxPlayers

public plugin_init()
{
    
register_plugin(PLUGINVERSIONAUTHOR)
    
    
register_event("HLTV""Event_NewRound""a""1=0""2=0")
    
register_event("CurWeapon""Event_CurWeapon""be""1=1")
    
    
register_forward(FM_EmitSound"fw_EmitSound")
    
register_forward(FM_CmdStart"fw_CmdStart")
    
register_forward(FM_TraceLine"fw_TraceLine")
    
register_forward(FM_TraceHull"fw_TraceHull")    
    
    
RegisterHam(Ham_TraceAttack"player""fw_PlayerTraceAttack")
    
    
g_MaxPlayers get_maxplayers()
    
//register_clcmd("admin_get_dragonsword", "get_dragonsword", ADMIN_KICK)
}

public 
plugin_precache()
{
    
engfunc(EngFunc_PrecacheModelV_MODEL)
    
engfunc(EngFunc_PrecacheModelP_MODEL)
    
    for(new 
0sizeof(DragonSword_Sound); i++)
        
engfunc(EngFunc_PrecacheSoundDragonSword_Sound[i])
        
    
g_DragonSword zp_register_extra_item("Dragon Sword"10ZP_TEAM_HUMAN)
}

public 
zp_user_infected_post(idremove_dragonsword(id)
public 
zp_extra_item_selected(idItemID)
{
    if(
ItemID == g_DragonSwordget_dragonsword(id)
}

public 
get_dragonsword(id)
{
    if(!
is_user_alive(id))
        return
        
    
remove_task(id+TASK_SLASHING)
    
remove_task(id+TASK_STABING)
        
    
g_Had_DragonSword[id] = 1
    g_Slashing_Mode
[id] = 0
    g_Attack_Mode
[id] = 0
    g_Checking_Mode
[id] = 0
    g_Hit_Ing
[id] = 0
    
    
if(get_user_weapon(id) == CSW_KNIFE)
    {
        
set_pev(idpev_viewmodel2V_MODEL)
        
set_pev(idpev_weaponmodel2P_MODEL)    
        
        
set_weapon_anim(idDS_ANIM_DRAW)
        
set_player_nextattack(idDRAW_TIME)
    } else {
        
engclient_cmd(idweapon_dragonsword)
    }
}

public 
remove_dragonsword(id)
{
    
remove_task(id+TASK_SLASHING)
    
remove_task(id+TASK_STABING)
        
    
g_Had_DragonSword[id] = 0
    g_Slashing_Mode
[id] = 0
    g_Attack_Mode
[id] = 0
    g_Checking_Mode
[id] = 0
    g_Hit_Ing
[id] = 0
}

public 
client_putinserver(id)
{
    if(!
g_Ham_Bot && is_user_bot(id))
    {
        
g_Ham_Bot 1
        set_task
(0.1"Do_RegisterHam_Bot"id)
    }
}

public 
Do_RegisterHam_Bot(id)
{
    
RegisterHamFromEntity(Ham_TraceAttackid"fw_PlayerTraceAttack")
}

public 
Event_NewRound()
{
    for(new 
0g_MaxPlayersi++)
        
remove_dragonsword(i)
}

public 
Event_CurWeapon(id)
{
    if(!
is_user_alive(id))
        return

    
// Problem Here ?. SHUT THE FUCK UP
    
if((read_data(2) == CSW_DRAGONSWORD && g_Old_Weapon[id] != CSW_DRAGONSWORD) && g_Had_DragonSword[id])
    {
        
set_pev(idpev_viewmodel2V_MODEL)
        
set_pev(idpev_weaponmodel2P_MODEL)
    
        
set_weapon_anim(idDS_ANIM_DRAW)
        
set_player_nextattack(idDRAW_TIME)
        
        
set_pdata_string(idm_szAnimExtention 4WEAPON_ANIMEXT, -20)
    }
        
    
g_Old_Weapon[id] = read_data(2)
}

public 
fw_EmitSound(idchannel, const sample[], Float:volumeFloat:attnflagspitch)
{
    if(!
is_user_connected(id))
        return 
FMRES_IGNORED
    
if(/*get_user_weapon(id) != CSW_DRAGONSWORD || */!g_Had_DragonSword[id])
        return 
FMRES_IGNORED
        
    
if(sample[8] == 'k' && sample[9] == 'n' && sample[10] == 'i')
    {
        if(
sample[14] == 's' && sample[15] == 'l' && sample[16] == 'a')
            return 
FMRES_SUPERCEDE
        
if (sample[14] == 'h' && sample[15] == 'i' && sample[16] == 't')
        {
            if (
sample[17] == 'w'// wall
            
{
                
g_Hit_Ing[id] = HIT_WALL
                
return FMRES_SUPERCEDE
            
} else {
                
g_Hit_Ing[id] = HIT_ENEMY
                
return FMRES_SUPERCEDE
            
}
        }
        if (
sample[14] == 's' && sample[15] == 't' && sample[16] == 'a')
            return 
FMRES_SUPERCEDE;
    }
    
    return 
FMRES_IGNORED
}

public 
fw_CmdStart(iduc_handleseed)
{
    if (!
is_user_alive(id)) 
        return
    if(
get_user_weapon(id) != CSW_DRAGONSWORD || !g_Had_DragonSword[id])
        return
    
    static 
entent fm_get_user_weapon_entity(idCSW_DRAGONSWORD)
    
    if(!
pev_valid(ent))
        return
    if(
get_pdata_float(ent46OFFSET_LINUX_WEAPONS) > 0.0 || get_pdata_float(ent47OFFSET_LINUX_WEAPONS) > 0.0
        return
    
    static 
CurButton
    CurButton 
get_uc(uc_handleUC_Buttons)
    
    if (
CurButton IN_ATTACK)
    {
        
set_uc(uc_handleUC_ButtonsCurButton & ~IN_ATTACK)
        
        if(!
g_Slashing_Mode[id])
        {
            
g_Attack_Mode[id] = ATTACK_SLASH_ROTATE
            g_Checking_Mode
[id] = 1
            ExecuteHamB
(Ham_Weapon_PrimaryAttackent)
            
g_Checking_Mode[id] = 0
    
            set_pev
(idpev_framerate1.5)
            
set_weapons_timeidle(idCSW_DRAGONSWORDSLASH_ROTATE_RESET_TIME)
            
set_player_nextattack(idSLASH_ROTATE_RESET_TIME)
            
            
set_weapon_anim(idDS_ANIM_SLASH_ROTATE)
            
set_task(SLASH_ROTATE_DELAY_TIME"Do_Slashing_Rotate"id+TASK_SLASHING)
        } else {
            
g_Attack_Mode[id] = ATTACK_SLASH_AHEAD
            g_Checking_Mode
[id] = 1
            ExecuteHamB
(Ham_Weapon_PrimaryAttackent)
            
g_Checking_Mode[id] = 0
            
            set_pev
(idpev_framerate2.0)
            
set_weapons_timeidle(idCSW_DRAGONSWORDSLASH_AHEAD_RESET_TIME)
            
set_player_nextattack(idSLASH_AHEAD_RESET_TIME)
            
            
set_weapon_anim(idDS_ANIM_SLASH_AHEAD)
            
set_task(SLASH_AHEAD_DELAY_TIME"Do_Slashing_Ahead"id+TASK_SLASHING)
        }
        
        
g_Slashing_Mode[id] = !g_Slashing_Mode[id]
    } else if (
CurButton IN_ATTACK2) {
        
set_uc(uc_handleUC_ButtonsCurButton & ~IN_ATTACK2)
        
        
g_Attack_Mode[id] = ATTACK_STAB
        g_Checking_Mode
[id] = 1
        ExecuteHamB
(Ham_Weapon_SecondaryAttackent)
        
g_Checking_Mode[id] = 0
        
        set_pev
(idpev_framerate1.5)
        
set_weapons_timeidle(idCSW_DRAGONSWORDSTAB_TIME 0.1)
        
set_player_nextattack(idSTAB_TIME 0.1)
        
        
set_weapon_anim(idDS_ANIM_STAB_BEGIN)
        
        
remove_task(id+TASK_STABING)
        
set_task(STAB_TIME"Do_StabNow"id+TASK_STABING)
    }
}

public 
Do_Slashing_Rotate(id)
{
    
id -= TASK_SLASHING
    
    
if(!is_user_alive(id))
        return
    if(
get_user_weapon(id) != CSW_DRAGONSWORD || !g_Had_DragonSword[id])
        return
        
    if(
Check_Attack(idATTACK_SLASH_ROTATE))
    {
        
emit_sound(idCHAN_WEAPONDragonSword_Sound[1], 1.0ATTN_NORM0PITCH_NORM)
    } else {
        if(
g_Hit_Ing[id] == HIT_WALLemit_sound(idCHAN_WEAPONDragonSword_Sound[7], 1.0ATTN_NORM0PITCH_NORM)
        else if(
g_Hit_Ing[id] == HIT_NOTHINGemit_sound(idCHAN_WEAPONDragonSword_Sound[4], 1.0ATTN_NORM0PITCH_NORM)
    }
    
    
g_Attack_Mode[id] = 0
    g_Hit_Ing
[id] = 0
}

public 
Do_Slashing_Ahead(id)
{
    
id -= TASK_SLASHING
    
    
if(!is_user_alive(id))
        return
    if(
get_user_weapon(id) != CSW_DRAGONSWORD || !g_Had_DragonSword[id])
        return
        
    if(
Check_Attack(idATTACK_SLASH_AHEAD))
    {
        
emit_sound(idCHAN_WEAPONDragonSword_Sound[2], 1.0ATTN_NORM0PITCH_NORM)
    } else {
        if(
g_Hit_Ing[id] == HIT_WALLemit_sound(idCHAN_WEAPONDragonSword_Sound[7], 1.0ATTN_NORM0PITCH_NORM)
        else if(
g_Hit_Ing[id] == HIT_NOTHINGemit_sound(idCHAN_WEAPONDragonSword_Sound[5], 1.0ATTN_NORM0PITCH_NORM)
    }
    
    
g_Attack_Mode[id] = 0
    g_Hit_Ing
[id] = 0
}

public 
Do_StabNow(id)
{
    
id -= TASK_STABING
    
    
if (!is_user_alive(id)) 
        return
    if(!
g_Had_DragonSword[id])
        return        
        
    
set_weapon_anim(idDS_ANIM_STAB_END)
    
    if(
get_user_weapon(id) != CSW_DRAGONSWORD)
    {
        
set_weapons_timeidle(idCSW_DRAGONSWORD0.0)
        
set_player_nextattack(id0.0)
    } else {
        
set_weapons_timeidle(idCSW_DRAGONSWORDSTAB_RESET_TIME)
        
set_player_nextattack(idSTAB_RESET_TIME)
    }        

    if(
Check_Attack(idATTACK_STAB))
    {
        
emit_sound(idCHAN_WEAPONDragonSword_Sound[1], 1.0ATTN_NORM0PITCH_NORM)
    } else {
        if(
g_Hit_Ing[id] == HIT_WALLemit_sound(idCHAN_WEAPONDragonSword_Sound[7], 1.0ATTN_NORM0PITCH_NORM)
        else if(
g_Hit_Ing[id] == HIT_NOTHINGemit_sound(idCHAN_WEAPONDragonSword_Sound[6], 1.0ATTN_NORM0PITCH_NORM)
    }

    
g_Attack_Mode[id] = 0
    g_Hit_Ing
[id] = 0
}


public 
Check_Attack(idMode)
{
    static 
Float:Max_DistanceFloat:Point[4][3], Float:TB_DistanceFloat:Point_Dis
    
    
if(Mode == ATTACK_SLASH_ROTATE)
    {
        
Point_Dis SLASH_ROTATE_POINT_DIS
        Max_Distance 
SLASH_ROTATE_RADIUS
        TB_Distance 
Max_Distance 4.0
    
} else if(Mode == ATTACK_SLASH_AHEAD) {
        
Point_Dis SLASH_AHEAD_POINT_DIS
        Max_Distance 
SLASH_AHEAD_RADIUS
        TB_Distance 
Max_Distance 4.0
    
} else if(Mode == ATTACK_STAB) {
        
Point_Dis STAB_POINT_DIS
        Max_Distance 
STAB_RADIUS
        TB_Distance 
Max_Distance 4.0
    
}
    
    static 
Float:VicOrigin[3], Float:MyOrigin[3]
    
pev(idpev_originMyOrigin)
    
    for(new 
04i++)
        
get_position(idTB_Distance * (1), 0.00.0Point[i])
        
    static 
Have_VictimHave_Victim 0
    
static ent
    ent 
fm_get_user_weapon_entity(idget_user_weapon(id))
        
    if(!
pev_valid(ent))
        return 
0
        
    
for(new 0get_maxplayers(); i++)
    {
        if(!
is_user_alive(i))
            continue
        if(
id == i)
            continue
        if(
entity_range(idi) > Max_Distance)
            continue
    
        
pev(ipev_originVicOrigin)
        if(
is_wall_between_points(MyOriginVicOriginid))
            continue
            
        if(
get_distance_f(VicOriginPoint[0]) <= Point_Dis
        
|| get_distance_f(VicOriginPoint[1]) <= Point_Dis
        
|| get_distance_f(VicOriginPoint[2]) <= Point_Dis
        
|| get_distance_f(VicOriginPoint[3]) <= Point_Dis)
        {
            if(!
Have_VictimHave_Victim 1
            
if(Mode == ATTACK_SLASH_ROTATE)
                
do_attack(idientSLASH_ROTATE_DAMAGE)
            else if(
Mode == ATTACK_SLASH_AHEAD)
                
do_attack(idientSLASH_AHEAD_DAMAGE)
            else if(
Mode == ATTACK_STAB)
                
do_attack(idientSTAB_DAMAGE)
        }
    }    
    
    if(
Have_Victim)
        return 
1
    
else
        return 
0
    
    
return 0
}    

public 
fw_TraceLine(Float:vector_start[3], Float:vector_end[3], ignored_monsteridhandle)
{
    if (!
is_user_alive(id))
        return 
FMRES_IGNORED    
    
if (get_user_weapon(id) != CSW_DRAGONSWORD || !g_Had_DragonSword[id])
        return 
FMRES_IGNORED
    
    
static Float:vecStart[3], Float:vecEnd[3], Float:v_angle[3], Float:v_forward[3], Float:view_ofs[3], Float:fOrigin[3]
    
    
pev(idpev_originfOrigin)
    
pev(idpev_view_ofsview_ofs)
    
xs_vec_add(fOriginview_ofsvecStart)
    
pev(idpev_v_anglev_angle)
    
    
engfunc(EngFunc_MakeVectorsv_angle)
    
get_global_vector(GL_v_forwardv_forward)

    if(
g_Attack_Mode[id] == ATTACK_SLASH_ROTATExs_vec_mul_scalar(v_forwardSLASH_ROTATE_RADIUSv_forward)
    else if(
g_Attack_Mode[id] == ATTACK_SLASH_AHEADxs_vec_mul_scalar(v_forwardSLASH_AHEAD_RADIUSv_forward)
    else if(
g_Attack_Mode[id] == ATTACK_STABxs_vec_mul_scalar(v_forwardSTAB_RADIUSv_forward)
    else 
xs_vec_mul_scalar(v_forward0.0v_forward)
    
xs_vec_add(vecStartv_forwardvecEnd)
    
    
engfunc(EngFunc_TraceLinevecStartvecEndignored_monsteridhandle)
    
    return 
FMRES_SUPERCEDE
}

public 
fw_TraceHull(Float:vector_start[3], Float:vector_end[3], ignored_monsterhullidhandle)
{
    if (!
is_user_alive(id))
        return 
FMRES_IGNORED    
    
if (get_user_weapon(id) != CSW_DRAGONSWORD || !g_Had_DragonSword[id])
        return 
FMRES_IGNORED
    
    
static Float:vecStart[3], Float:vecEnd[3], Float:v_angle[3], Float:v_forward[3], Float:view_ofs[3], Float:fOrigin[3]
    
    
pev(idpev_originfOrigin)
    
pev(idpev_view_ofsview_ofs)
    
xs_vec_add(fOriginview_ofsvecStart)
    
pev(idpev_v_anglev_angle)
    
    
engfunc(EngFunc_MakeVectorsv_angle)
    
get_global_vector(GL_v_forwardv_forward)
    
    if(
g_Attack_Mode[id] == ATTACK_SLASH_ROTATExs_vec_mul_scalar(v_forwardSLASH_ROTATE_RADIUSv_forward)
    else if(
g_Attack_Mode[id] == ATTACK_SLASH_AHEADxs_vec_mul_scalar(v_forwardSLASH_AHEAD_RADIUSv_forward)
    else if(
g_Attack_Mode[id] == ATTACK_STABxs_vec_mul_scalar(v_forwardSTAB_RADIUSv_forward)
    else 
xs_vec_mul_scalar(v_forward0.0v_forward)
    
xs_vec_add(vecStartv_forwardvecEnd)
    
    
engfunc(EngFunc_TraceHullvecStartvecEndignored_monsterhullidhandle)
    
    return 
FMRES_SUPERCEDE
}

public 
fw_PlayerTraceAttack(VictimAttackerFloat:DamageFloat:Direction[3], TraceResultDamageBits
{
    if(!
is_user_alive(Attacker))    
        return 
HAM_IGNORED
    
if(!g_Had_DragonSword[Attacker] || !g_Checking_Mode[Attacker])
        return 
HAM_IGNORED
        
    
return HAM_SUPERCEDE
}

do_attack(AttackerVictimInflictorFloat:fDamage)
{
    
fake_player_trace_attack(AttackerVictimfDamage)
    
fake_take_damage(AttackerVictimfDamageInflictor)
}

fake_player_trace_attack(iAttackeriVictim, &Float:fDamage)
{
    
// get fDirection
    
new Float:fAngles[3], Float:fDirection[3]
    
pev(iAttackerpev_anglesfAngles)
    
angle_vector(fAnglesANGLEVECTOR_FORWARDfDirection)
    
    
// get fStart
    
new Float:fStart[3], Float:fViewOfs[3]
    
pev(iAttackerpev_originfStart)
    
pev(iAttackerpev_view_ofsfViewOfs)
    
xs_vec_add(fViewOfsfStartfStart)
    
    
// get aimOrigin
    
new iAimOrigin[3], Float:fAimOrigin[3]
    
get_user_origin(iAttackeriAimOrigin3)
    
IVecFVec(iAimOriginfAimOrigin)
    
    
// TraceLine from fStart to AimOrigin
    
new ptr create_tr2() 
    
engfunc(EngFunc_TraceLinefStartfAimOriginDONT_IGNORE_MONSTERSiAttackerptr)
    new 
pHit get_tr2(ptrTR_pHit)
    new 
iHitgroup get_tr2(ptrTR_iHitgroup)
    new 
Float:fEndPos[3]
    
get_tr2(ptrTR_vecEndPosfEndPos)

    
// get target & body at aiming
    
new iTargetiBody
    get_user_aiming
(iAttackeriTargetiBody)
    
    
// if aiming find target is iVictim then update iHitgroup
    
if (iTarget == iVictim)
    {
        
iHitgroup iBody
    
}
    
    
// if ptr find target not is iVictim
    
else if (pHit != iVictim)
    {
        
// get AimOrigin in iVictim
        
new Float:fVicOrigin[3], Float:fVicViewOfs[3], Float:fAimInVictim[3]
        
pev(iVictimpev_originfVicOrigin)
        
pev(iVictimpev_view_ofsfVicViewOfs
        
xs_vec_add(fVicViewOfsfVicOriginfAimInVictim)
        
fAimInVictim[2] = fStart[2]
        
fAimInVictim[2] += get_distance_f(fStartfAimInVictim) * floattanfAngles[0] * 2.0degrees )
        
        
// check aim in size of iVictim
        
new iAngleToVictim get_angle_to_target(iAttackerfVicOrigin)
        
iAngleToVictim abs(iAngleToVictim)
        new 
Float:fDis 2.0 get_distance_f(fStartfAimInVictim) * floatsinfloat(iAngleToVictim) * 0.5degrees )
        new 
Float:fVicSize[3]
        
pev(iVictimpev_size fVicSize)
        if ( 
fDis <= fVicSize[0] * 0.5 )
        {
            
// TraceLine from fStart to aimOrigin in iVictim
            
new ptr2 create_tr2() 
            
engfunc(EngFunc_TraceLinefStartfAimInVictimDONT_IGNORE_MONSTERSiAttackerptr2)
            new 
pHit2 get_tr2(ptr2TR_pHit)
            new 
iHitgroup2 get_tr2(ptr2TR_iHitgroup)
            
            
// if ptr2 find target is iVictim
            
if ( pHit2 == iVictim && (iHitgroup2 != HIT_HEAD || fDis <= fVicSize[0] * 0.25) )
            {
                
pHit iVictim
                iHitgroup 
iHitgroup2
                get_tr2
(ptr2TR_vecEndPosfEndPos)
            }
            
            
free_tr2(ptr2)
        }
        
        
// if pHit still not is iVictim then set default HitGroup
        
if (pHit != iVictim)
        {
            
// set default iHitgroup
            
iHitgroup HIT_GENERIC
            
            
new ptr3 create_tr2() 
            
engfunc(EngFunc_TraceLinefStartfVicOriginDONT_IGNORE_MONSTERSiAttackerptr3)
            
get_tr2(ptr3TR_vecEndPosfEndPos)
            
            
// free ptr3
            
free_tr2(ptr3)
        }
    }
    
    
// set new Hit & Hitgroup & EndPos
    
set_tr2(ptrTR_pHitiVictim)
    
set_tr2(ptrTR_iHitgroupiHitgroup)
    
set_tr2(ptrTR_vecEndPosfEndPos)
    
    
// hitgroup multi fDamage
    
new Float:fMultifDamage 
    
switch(iHitgroup)
    {
        case 
HIT_HEADfMultifDamage  4.0
        
case HIT_STOMACHfMultifDamage  1.25
        
case HIT_LEFTLEGfMultifDamage  0.75
        
case HIT_RIGHTLEGfMultifDamage  0.75
        
default: fMultifDamage  1.0
    
}
    
    
fDamage *= fMultifDamage
    
    
// ExecuteHam
    
fake_trake_attack(iAttackeriVictimfDamagefDirectionptr)
    
    
// free ptr
    
free_tr2(ptr)
}

stock fake_trake_attack(iAttackeriVictimFloat:fDamageFloat:fDirection[3], iTraceHandleiDamageBit = (DMG_NEVERGIB DMG_BULLET))
{
    
ExecuteHamB(Ham_TraceAttackiVictimiAttackerfDamagefDirectioniTraceHandleiDamageBit)
}

stock fake_take_damage(iAttackeriVictimFloat:fDamageiInflictor 0iDamageBit = (DMG_NEVERGIB DMG_BULLET))
{
    
iInflictor = (!iInflictor) ? iAttacker iInflictor
    ExecuteHamB
(Ham_TakeDamageiVictimiInflictoriAttackerfDamageiDamageBit)
}

stock get_angle_to_target(id, const Float:fTarget[3], Float:TargetSize 0.0)
{
    new 
Float:fOrigin[3], iAimOrigin[3], Float:fAimOrigin[3], Float:fV1[3]
    
pev(idpev_originfOrigin)
    
get_user_origin(idiAimOrigin3// end position from eyes
    
IVecFVec(iAimOriginfAimOrigin)
    
xs_vec_sub(fAimOriginfOriginfV1)
    
    new 
Float:fV2[3]
    
xs_vec_sub(fTargetfOriginfV2)
    
    new 
iResult get_angle_between_vectors(fV1fV2)
    
    if (
TargetSize 0.0)
    {
        new 
Float:fTan TargetSize get_distance_f(fOriginfTarget)
        new 
fAngleToTargetSize floatroundfloatatan(fTandegrees) )
        
iResult -= (iResult 0) ? fAngleToTargetSize : -fAngleToTargetSize
    
}
    
    return 
iResult
}

stock get_angle_between_vectors(const Float:fV1[3], const Float:fV2[3])
{
    new 
Float:fA1[3], Float:fA2[3]
    
engfunc(EngFunc_VecToAnglesfV1fA1)
    
engfunc(EngFunc_VecToAnglesfV2fA2)
    
    new 
iResult floatround(fA1[1] - fA2[1])
    
iResult iResult 360
    iResult 
= (iResult 180) ? (iResult 360) : iResult
    
    
return iResult
}

stock fm_cs_get_weapon_ent_owner(ent)
{
    if (
pev_valid(ent) != PDATA_SAFE)
        return -
1
    
    
return get_pdata_cbase(entOFFSET_WEAPONOWNEROFFSET_LINUX_WEAPONS)
}

stock set_weapon_anim(idanim)
{
    if(!
is_user_alive(id))
        return
        
    
set_pev(idpev_weaponanimanim)
    
    
message_begin(MSG_ONE_UNRELIABLESVC_WEAPONANIM_id)
    
write_byte(anim)
    
write_byte(0)
    
message_end()    
}

stock set_weapons_timeidle(idWeaponId ,Float:TimeIdle)
{
    if(!
is_user_alive(id))
        return
        
    static 
entwpnentwpn fm_get_user_weapon_entity(idWeaponId)
    if(!
pev_valid(entwpn)) 
        return
        
    
set_pdata_float(entwpn46TimeIdleOFFSET_LINUX_WEAPONS)
    
set_pdata_float(entwpn47TimeIdleOFFSET_LINUX_WEAPONS)
    
set_pdata_float(entwpn48TimeIdle 0.5OFFSET_LINUX_WEAPONS)
}

stock set_player_nextattack(idFloat:nexttime)
{
    if(!
is_user_alive(id))
        return
        
    
set_pdata_float(idm_flNextAttacknexttime5)
}

stock is_valid_entity(ent)
{
    if(
pev_valid(ent) != PDATA_SAFE)
        return 
0
        
    
return 1
}

stock get_position(entFloat:forwFloat:rightFloat:upFloat:vStart[])
{
    static 
Float:vOrigin[3], Float:vAngle[3], Float:vForward[3], Float:vRight[3], Float:vUp[3]
    
    
pev(entpev_originvOrigin)
    
pev(entpev_view_ofs,vUp//for player
    
xs_vec_add(vOrigin,vUp,vOrigin)
    
pev(entpev_v_anglevAngle// if normal entity ,use pev_angles
    
    
angle_vector(vAngle,ANGLEVECTOR_FORWARD,vForward//or use EngFunc_AngleVectors
    
angle_vector(vAngle,ANGLEVECTOR_RIGHT,vRight)
    
angle_vector(vAngle,ANGLEVECTOR_UP,vUp)
    
    
vStart[0] = vOrigin[0] + vForward[0] * forw vRight[0] * right vUp[0] * up
    vStart
[1] = vOrigin[1] + vForward[1] * forw vRight[1] * right vUp[1] * up
    vStart
[2] = vOrigin[2] + vForward[2] * forw vRight[2] * right vUp[2] * up
}
    

stock is_wall_between_points(Float:start[3], Float:end[3], ignore_ent)
{
    static 
ptr
    ptr 
create_tr2()

    
engfunc(EngFunc_TraceLinestartendIGNORE_MONSTERSignore_entptr)
    
    static 
Float:EndPos[3]
    
get_tr2(ptrTR_vecEndPosEndPos)

    
free_tr2(ptr)
    return 
floatround(get_distance_f(endEndPos))




#2
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#3
Forum kurallarına aykırı olduğun için konunuz silinmiştir .


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