Health Nade - Ошибка при броске гранаты

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Сообщения
61
Реакции
-5
Ошибка
L 01/07/2022 - 16:56:43: [ReAPI] ReHlds: isn't available
L 01/07/2022 - 16:56:43: [AMXX] Displaying debug trace (plugin "reapi_healthnade.amxx", version "0.0.3f")
L 01/07/2022 - 16:56:43: [AMXX] Run time error 10: native error (native "rh_emit_sound2")
L 01/07/2022 - 16:56:43: [AMXX] [0] reapi_healthnade.sma::explodeNade (line 480)
L 01/07/2022 - 16:56:43: [AMXX] [1] reapi_healthnade.sma::GrenadeTouch (line 360)
ОС
Windows
Amx Mod X
AMX Mod X 1.9.0.5271 (http://www.amxmodx.org)
Authors:
David "BAILOPAN" Anderson, Pavol "PM OnoTo" Marko
Felix "SniperBeamer" Geyer, Jonny "Got His Gun" Bergstrom
Lukasz "SidLuke" Wlasinski, Christian "Basic-Master" Hammacher
Borja "faluco" Ferrer, Scott "DS" Ehlert
Compiled: Jun 24 2020 13:53:37
Built from: https://github.com/alliedmodders/amxmodx/commit/5eea3e5b
Build ID: 5271:5eea3e5b
Core mode: JIT+ASM32
Билд
Protocol version 48
Exe version 1.1.2.7/Stdio (cstrike)
ReHLDS version: 3.10.0.759-dev
Build date: 15:34:13 Jun 22 2021 (2628)
Build from: https://github.com/dreamstalker/rehlds/commit/ad6f6ad
ReGamedll
ReGameDLL version: 5.21.0.540-dev
Build date: 17:32:55 Oct 25 2021
Build from: https://github.com/s1lentq/ReGameDLL_CS/commit/b9cccc6
Версия Metamod
Metamod-r v1.3.0.128, API (5:13)
Metamod-r build: 15:47:38 Aug 24 2018
Metamod-r from: https://github.com/theAsmodai/metamod-r/commit/0cf2f70
Список метамодулей
Currently loaded plugins:
description stat pend file vers src
load unload
[ 2] Reunion RUN - reunion_mm.dll v0.1.0.137 ini
Start Never
[ 3] ReAuthCheck RUN - reauthcheck_mm.dll v0.1.6 ini
Start Never
[ 4] Revoice RUN - revoice_mm.dll v0.1.0.34 ini
Start Never
[ 5] AMX Mod X RUN - amxmodx_mm.dll v1.9.0.5271 ini
Start ANY
[ 6] Rechecker RUN - rechecker_mm.dll v2.5 ini
Chlvl ANY
[ 7] ReSemiclip RUN - resemiclip_mm.dll v2.3.9 ini
Chlvl ANY
[ 8] WHBlocker RUN - whblocker_mm.dll v1.5.697 ini
Chlvl ANY
[ 9] SafeNameAndChat RUN - safenameandchat.dll v1.1 ini
ANY ANY
[10] CStrike RUN - cstrike_amxx.dll v1.9.0.5271 pl5
ANY ANY
[11] CSX RUN - csx_amxx.dll v1.9.0.5271 pl5
ANY ANY
[12] ReAimDetector RUN - reaimdetector_amxx.dll v0.2.2 pl5
ANY Never
[13] FakeMeta RUN - fakemeta_amxx.dll v1.9.0.5271 pl5
ANY ANY
[14] Fun RUN - fun_amxx.dll v1.9.0.5271 pl5
ANY ANY
[15] Ham Sandwich RUN - hamsandwich_amxx.dll v1.9.0.5271 pl5
ANY ANY
[16] Engine RUN - engine_amxx.dll v1.9.0.5271 pl5
ANY ANY
[17] ReAPI RUN - reapi_amxx.dll v5.21.0.248-dev pl5
ANY Never
16 plugins, 16 running
Список плагинов
Currently loaded plugins:
name version author file st
atus
[ 1] Admin Base 1.9.0.5271 AMXX Dev Team admin.amxx ru
nning
[ 2] Admin Commands 1.9.0.5271 AMXX Dev Team admincmd.amxx ru
nning
[ 3] Slots Reservation 1.9.0.5271 AMXX Dev Team adminslots.amxx ru
nning
[ 4] Menus Front-End 1.9.0.5271 AMXX Dev Team menufront.amxx ru
nning
[ 5] Commands Menu 1.9.0.5271 AMXX Dev Team cmdmenu.amxx ru
nning
[ 6] Players Menu 1.9.0.5271 AMXX Dev Team plmenu.amxx ru
nning
[ 7] Maps Menu 1.9.0.5271 AMXX Dev Team mapsmenu.amxx ru
nning
[ 8] Plugin Menu 1.9.0.5271 AMXX Dev Team pluginmenu.amxx ru
nning
[ 9] Admin Chat 1.9.0.5271 AMXX Dev Team adminchat.amxx ru
nning
[ 10] Anti Flood 1.9.0.5271 AMXX Dev Team antiflood.amxx ru
nning
[ 11] Scrolling Message 1.9.0.5271 AMXX Dev Team scrollmsg.amxx ru
nning
[ 12] Info. Messages 1.9.0.5271 AMXX Dev Team imessage.amxx ru
nning
[ 13] Admin Votes 1.9.0.5271 AMXX Dev Team adminvote.amxx ru
nning
[ 14] NextMap 1.9.0.5271 AMXX Dev Team nextmap.amxx ru
nning
[ 15] Nextmap Chooser 1.9.0.5271 AMXX Dev Team mapchooser.amxx ru
nning
[ 16] TimeLeft 1.9.0.5271 AMXX Dev Team timeleft.amxx ru
nning
[ 17] Pause Plugins 1.9.0.5271 AMXX Dev Team pausecfg.amxx ru
nning
[ 18] Stats Configuration 1.9.0.5271 AMXX Dev Team statscfg.amxx ru
nning
[ 19] Restrict Weapons 1.9.0.5271 AMXX Dev Team restmenu.amxx ru
nning
[ 20] StatsX 1.9.0.5271 AMXX Dev Team statsx.amxx ru
nning
[ 21] CS Stats Logging 1.9.0.5271 AMXX Dev Team stats_logging.a ru
nning
[ 22] ReAimDetector API 0.2.2 ReHLDS Team reaimdetector.a ru
nning
[ 23] Game Namer 1.1 NeuroToxin gamenamechanger ru
nning
[ 24] Server Menu 1.0 Krinj menu-thunder.am ru
nning
[ 25] Admin Menu 1.0 Krinj adminmenu-thund ru
nning
[ 26] Reset Score 1.0 Krinj resetscore.amxx ru
nning
[ 27] RockTheVote 1.0 Krinj rockthevote.amx ru
nning
[ 28] Mute Menu 1.0 Krinj mute.amxx ru
nning
[ 29] VoteBan 1.0 Krinj voteban.amxx ru
nning
[ 30] AMXX VIP Gold 1.0 Flymic24 amxx_vip_gold.a ru
nning
[ 31] AMX Admin Model 1.1.1 whitemike amx_adminmodel. ru
nning
[ 32] Damager 1.0 Prayer damager.amxx ru
nning
[ 33] Parachute 1.3 KRoT@L/JTP10181 amx_parachute.a ru
nning
[ 34] [ReAPI] Block 'Fire in 0.0.1 sergrib reapi_block_FIT ru
nning
[ 35] FreeAmmoEveryRound 0.1 SHLAKBAUM freeammoeveryro ru
nning
[ 36] CSNadeDrops 0.14 Avalanche csnadedrops.amx ru
nning
[ 37] Chat Manager: Addon 0.0.4-70 Mistrick chatmanager_add ru
nning
[ 38] Chat Manager 1.1.2-16 Mistrick chatmanager.amx ru
nning
[ 39] Demo Recorder 2.4.1 F@nt0M demo_recorder.a ru
nning
[ 40] Advanced Kill Assists 1.3c Xelson next21_kill_ass ru
nning
[ 41] Team Balance Control 1.3.9 gyxoBka TeamBalanceCont ru
nning
[ 42] Change Team 1.1 neygomon changeteam.amxx ru
nning
[ 43] [ReAPI] Healthnade 0.0.3f F@nt0M + mx?! reapi_healthnad de
bug
[ 44] Map Manager: Core 3.1.1 Mistrick map_manager_cor ru
nning
[ 45] Map Manager: Scheduler 0.1.7 Mistrick map_manager_sch ru
nning
[ 46] Map Manager: BlockList 0.0.3 Mistrick map_manager_blo ru
nning
[ 47] Map Manager: Online so 0.0.3 Mistrick map_manager_onl ru
nning
[ 48] Map Manager: Effects 0.0.10 Mistrick map_manager_eff ru
nning
[ 49] Map Manager: Informer 0.0.5 Mistrick map_manager_inf ru
nning
49 plugins, 49 running
Автор плагина
F@nt0M + mx?!
Версия плагина
0.0.3f
Исходный код
/*
Форк лечебной гранаты на основе Healthnade 0.0.2 от F@nt0M: https://dev-cs.ru/resources/992/

0.0.3f:
* Добавлена возможность пить зелье на ПКМ (спасибо AnonymousAmx, MayroN, Psycrow)
* Опция HEAL_AMOUNT переименована в HEAL_AMOUNT_THROW
* Добавлена опция HEAL_AMOUNT_DRINK
* Добавлены опции USAGE_MSG и FULL_HP_MSG
* Заменена модель в руках (v_) на модель с анимацией выпивания
* Добавлен звук выпивания (обрататие внимание, модель содержит другие пути к звукам!)
*/

new const PLUGIN_VERSION[] = "0.0.3f";

#pragma semicolon 1

#include <amxmodx>
#include <fakemeta>
#include <hamsandwich>
#include <reapi>

// Радиус лечения
const Float:HEAL_RADIUS = 300.0;

// Объём лечения при броске
const Float:HEAL_AMOUNT_THROW = 50.0;

// Объём лечения при выпивании
const Float:HEAL_AMOUNT_DRINK = 50.0;

// Информирование по центру о функциях (закомментировать для отключения)
new const USAGE_MSG[] = "ЛКМ - Бросить | ПКМ - Выпить";

// Информирование по центру о невозможности выпить зелье (закомментировать для отключения)
new const FULL_HP_MSG[] = "Вы полностью здоровы!";

// Флаг автовыдачи при спавне
const ACCESS_FLAG = ADMIN_LEVEL_H;

const WeaponIdType:WEAPON_ID = WEAPON_SMOKEGRENADE;
const WeaponIdType:WEAPON_NEW_ID = WEAPON_GLOCK;
const WeaponIdType:WEAPON_FAKE_ID = WeaponIdType:75;
new const WEAPON_NAME[] = "weapon_smokegrenade";
new const AMMO_NAME[] = "HealthNade";
new const WEAPON_NEW_NAME[] = "reapi_healthnade/weapon_healthnade";
new const ITEM_CLASSNAME[] = "weapon_healthnade";
new const GRENADE_CLASSNAME[] = "healthnade";
const AMMO_ID = 16;

new const VIEWMODEL[] = "models/reapi_healthnade/v_drink9.mdl";
new const WEAPONMODEL[] = "models/reapi_healthnade/p_healthnade.mdl";
new const WORLDMODEL[] = "models/reapi_healthnade/w_healthnade.mdl";
new const SOUND_PULLPIN[] = "weapons/holywater_pinpul.wav";
new const SOUND_DEPLOY[] = "weapons/holywater_deploy.wav";
new const SOUND_DRINK[] = "weapons/holywater_drink.wav";

new SpriteCylinder, SpriteExplode, SpriteShape;
new MsgIdWeaponList, MsgIdAmmoPickup, MsgIdStatusIcon, MsgIdScreenFade;
#if WEAPON_NEW_ID != WEAPON_GLOCK
new FwdRegUserMsg, MsgHookWeaponList;
#endif

public plugin_precache() {
register_plugin("[ReAPI] Healthnade", PLUGIN_VERSION, "F@nt0M + mx?!");

precache_generic("sprites/reapi_healthnade/weapon_healthnade.txt");
precache_generic("sprites/reapi_healthnade/640hud128.spr");

precache_model(VIEWMODEL);
precache_model(WEAPONMODEL);
precache_model(WORLDMODEL);

precache_sound(SOUND_PULLPIN);
precache_sound(SOUND_DEPLOY);
precache_sound(SOUND_DRINK);

SpriteExplode = precache_model("sprites/reapi_healthnade/heal_explode.spr");
SpriteShape = precache_model("sprites/reapi_healthnade/heal_shape.spr");
SpriteCylinder = precache_model("sprites/shockwave.spr");

precache_sound("weapons/reapi_healthnade/heal.wav");

#if WEAPON_NEW_ID != WEAPON_GLOCK
MsgIdWeaponList = get_user_msgid("WeaponList");
if (MsgIdWeaponList) {
MsgHookWeaponList = register_message(MsgIdWeaponList, "HookWeaponList");
} else {
FwdRegUserMsg = register_forward(FM_RegUserMsg, "RegUserMsg_Post", true);
}
#endif
}

public plugin_init() {
register_clcmd(WEAPON_NEW_NAME, "CmdSelect");

RegisterHookChain(RG_CBasePlayer_OnSpawnEquip, "CBasePlayer_OnSpawnEquip_Post", true);

RegisterHookChain(RG_CSGameRules_CleanUpMap, "CSGameRules_CleanUpMap_Post", true);
RegisterHookChain(RG_CBasePlayer_GiveAmmo, "CBasePlayer_GiveAmmo_Pre", false);
RegisterHookChain(RG_CBasePlayerWeapon_DefaultDeploy, "CBasePlayerWeapon_DefaultDeploy_Pre", false);

RegisterHam(Ham_Item_Deploy, WEAPON_NAME, "Item_Deploy_Post", true);
RegisterHam(Ham_Item_Holster, WEAPON_NAME, "Item_Holster_Post", true);

RegisterHam(Ham_Weapon_SecondaryAttack, WEAPON_NAME, "CBasePlayerWeapon_SecondaryAttack_Post", true);
RegisterHam(Ham_Item_PostFrame, WEAPON_NAME, "CBasePlayerWeapon_ItemPostFrame_Pre");

RegisterHookChain(RG_CBasePlayer_ThrowGrenade, "CBasePlayer_ThrowGrenade_Pre", false);

MsgIdAmmoPickup = get_user_msgid("AmmoPickup");
MsgIdStatusIcon = get_user_msgid("StatusIcon");
MsgIdScreenFade = get_user_msgid("ScreenFade");

#if WEAPON_NEW_ID == WEAPON_GLOCK
MsgIdWeaponList = get_user_msgid("WeaponList");
UTIL_WeapoList(
MSG_INIT, 0,
WEAPON_NEW_NAME,
AMMO_ID, 1,
-1, -1, GRENADE_SLOT, 4, WEAPON_NEW_ID,
ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE
);
#else
if (FwdRegUserMsg) {
unregister_forward(FM_RegUserMsg, FwdRegUserMsg, true);
}
unregister_message(MsgIdWeaponList, MsgHookWeaponList);
#endif
}

#if WEAPON_NEW_ID != WEAPON_GLOCK
public RegUserMsg_Post(const name[]) {
if (strcmp(name, "WeaponList") == 0) {
MsgIdWeaponList = get_orig_retval();
MsgHookWeaponList = register_message(MsgIdWeaponList, "HookWeaponList");
}
}

public HookWeaponList(const msg_id, const msg_dest, const msg_entity) {
enum {
arg_name = 1,
arg_ammo1,
arg_ammo1_max,
arg_ammo2,
arg_ammo2_max,
arg_slot,
arg_position,
arg_id,
arg_flags,
};

if (msg_dest != MSG_INIT || WeaponIdType:get_msg_arg_int(arg_id) != WEAPON_NEW_ID) {
return PLUGIN_CONTINUE;
}

set_msg_arg_string(arg_name,WEAPON_NEW_NAME);
set_msg_arg_int(arg_ammo1, ARG_BYTE, AMMO_ID);
set_msg_arg_int(arg_ammo1_max, ARG_BYTE, 1);
set_msg_arg_int(arg_ammo2, ARG_BYTE, -1);
set_msg_arg_int(arg_ammo2_max, ARG_BYTE, -1);
set_msg_arg_int(arg_slot, ARG_BYTE, _:GRENADE_SLOT - 1);
set_msg_arg_int(arg_position, ARG_BYTE, 4);
set_msg_arg_int(arg_flags, ARG_BYTE, ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE);

return PLUGIN_CONTINUE;
}
#endif

public CBasePlayer_OnSpawnEquip_Post(const id) {
#if defined ACCESS_FLAG
if (~get_user_flags(id) & ACCESS_FLAG) {
return;
}
#endif
giveNade(id);
}

public CmdSelect(const id) {
if (!is_user_alive(id)) {
return PLUGIN_HANDLED;
}

new item = rg_get_player_item(id, ITEM_CLASSNAME, GRENADE_SLOT);
if (item != 0 && get_member(id, m_pActiveItem) != item) {
rg_switch_weapon(id, item);
}
return PLUGIN_HANDLED;
}

public CSGameRules_CleanUpMap_Post() {
new ent = rg_find_ent_by_class(NULLENT, GRENADE_CLASSNAME, false);
while (ent > 0) {
destroyNade(ent);
ent = rg_find_ent_by_class(ent, GRENADE_CLASSNAME, false);
}
}

public CBasePlayer_GiveAmmo_Pre(const id, const amount, const name[]) {
if (strcmp(name, AMMO_NAME) != 0) {
return HC_CONTINUE;
}

giveAmmo(id, amount, AMMO_ID, 1);
SetHookChainReturn(ATYPE_INTEGER, AMMO_ID);
return HC_SUPERCEDE;
}


public CBasePlayerWeapon_DefaultDeploy_Pre(const item, const szViewModel[], const szWeaponModel[], const iAnim, const szAnimExt[], const skiplocal) {
if (FClassnameIs(item, ITEM_CLASSNAME)) {
SetHookChainArg(2, ATYPE_STRING, VIEWMODEL);
SetHookChainArg(3, ATYPE_STRING, WEAPONMODEL);
#if defined USAGE_MSG
client_print(get_member(item, m_pPlayer), print_center, USAGE_MSG);
#endif
}

new WeaponIdType:wid = WeaponIdType:rg_get_iteminfo(item, ItemInfo_iId);
if (wid != WEAPON_ID && wid != WEAPON_FAKE_ID) {
return HC_CONTINUE;
}

new lastItem = get_member(get_member(item, m_pPlayer), m_pLastItem);
if (is_nullent(lastItem) || item == lastItem) {
return HC_CONTINUE;
}

if (WeaponIdType:rg_get_iteminfo(lastItem, ItemInfo_iId) == WEAPON_ID) {
SetHookChainArg(6, ATYPE_INTEGER, 0);
}

return HC_CONTINUE;
}

public Item_Deploy_Post(const item) {
if (WeaponIdType:rg_get_iteminfo(item, ItemInfo_iId) == WEAPON_FAKE_ID) {
rg_set_iteminfo(item, ItemInfo_iId, WEAPON_ID);
}

new other = get_member(get_member(item, m_pPlayer), m_rgpPlayerItems, GRENADE_SLOT);
while (!is_nullent(other)) {
if (item != other && WeaponIdType:rg_get_iteminfo(other, ItemInfo_iId) == WEAPON_ID) {
rg_set_iteminfo(other, ItemInfo_iId, WEAPON_FAKE_ID);
}
other = get_member(other, m_pNext);
}
}

public Item_Holster_Post(const item) {
new other = get_member(get_member(item, m_pPlayer), m_rgpPlayerItems, GRENADE_SLOT);
while (!is_nullent(other)) {
if (item != other && WeaponIdType:rg_get_iteminfo(other, ItemInfo_iId) == WEAPON_FAKE_ID) {
rg_set_iteminfo(other, ItemInfo_iId, WEAPON_ID);
}
other = get_member(other, m_pNext);
}
}

enum {
HG_ANIMATION_IDLE = 0,
HG_ANIMATION_PULLPIN,
HG_ANIMATION_THROW,
HG_ANIMATION_DEPLOY,
HG_ANIMATION_DRINK
};

public CBasePlayerWeapon_SecondaryAttack_Post(weapon) {
if(!is_entity(weapon) || !FClassnameIs(weapon, ITEM_CLASSNAME)) {
return;
}

set_member(weapon, m_Weapon_flNextSecondaryAttack, 0.3);

if(get_member(weapon, m_flStartThrow) > 0.0) {
return;
}

new pPlayer = get_member(weapon, m_pPlayer);

new iBpAmmo = get_member(pPlayer, m_rgAmmo, AMMO_ID);

if(!iBpAmmo) {
return;
}

if(Float:get_entvar(pPlayer, var_health) >= Float:get_entvar(pPlayer, var_max_health)) {
#if defined FULL_HP_MSG
client_print(pPlayer, print_center, FULL_HP_MSG);
#endif
return;
}

const Float:fAnimTime = 3.15; // 63 frames / 20 fps
set_member(weapon, m_Weapon_flTimeWeaponIdle, fAnimTime);
set_member(weapon, m_Weapon_flNextPrimaryAttack, fAnimTime);
set_member(weapon, m_Weapon_flNextSecondaryAttack, fAnimTime);
SendWeaponAnimation(pPlayer, HG_ANIMATION_DRINK);
}

// PostFrame() а не WeaponIdle() т.к. при прожатых IN_ATTACK|IN_ATTACK2|IN_RELOAD WeaponIdle() не вызывается
// т.е. зажатие любой из этих кнопок приведёт к неработоспособности логики
public CBasePlayerWeapon_ItemPostFrame_Pre(weapon) {
if(/*!is_entity(weapon) || */!FClassnameIs(weapon, ITEM_CLASSNAME)) {
return;
}

if(get_member(weapon, m_Weapon_flTimeWeaponIdle) > 0.0) {
return;
}

new pPlayer = get_member(weapon, m_pPlayer);

if(get_entvar(pPlayer, var_weaponanim) != HG_ANIMATION_DRINK) {
return;
}

// Нам надо обеспечить вызов WeaponIdle()
// https://github.com/s1lentq/ReGameDLL_CS/blob/67cc153f5d0abab1e42b32a83ef4a470c8781a5c/regamedll/dlls/weapons.cpp#L1007
// https://github.com/s1lentq/ReGameDLL_CS/blob/67cc153f5d0abab1e42b32a83ef4a470c8781a5c/regamedll/dlls/weapons.cpp#L1019
// https://github.com/s1lentq/ReGameDLL_CS/blob/67cc153f5d0abab1e42b32a83ef4a470c8781a5c/regamedll/dlls/weapons.cpp#L1092
set_entvar(pPlayer, var_button, get_entvar(pPlayer, var_button) & ~(IN_ATTACK|IN_ATTACK2|IN_RELOAD));

new iBpAmmo = get_member(pPlayer, m_rgAmmo, AMMO_ID);

if(!iBpAmmo) {
return;
}

set_member(pPlayer, m_rgAmmo, iBpAmmo - 1, AMMO_ID);

// RetireWeapon() средствами regamedll если бпаммо нет, либо отправка анимации деплоя
// https://github.com/s1lentq/ReGameDLL_CS/blob/b979b5e84f36dc0eb870f97da670b700756217f1/regamedll/dlls/wpn_shared/wpn_smokegrenade.cpp#L225
set_member(weapon, m_flReleaseThrow, 0.1);

ExecuteHamB(Ham_TakeHealth, pPlayer, HEAL_AMOUNT_DRINK, DMG_GENERIC);
UTIL_ScreenFade(pPlayer);
}

stock SendWeaponAnimation(const id, const iAnimation) {
set_entvar(id, var_weaponanim, iAnimation);

message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, .player = id);
write_byte(iAnimation);
write_byte(0);
message_end();
}

public CBasePlayer_ThrowGrenade_Pre(const id, const item, const Float:vecSrc[3], const Float:vecThrow[3], const Float:time, const const usEvent) {
if (!FClassnameIs(item, ITEM_CLASSNAME)) {
return HC_CONTINUE;
}

new grenade = throwNade(id, vecSrc, vecThrow, time);
SetHookChainReturn(ATYPE_INTEGER, grenade);
return HC_SUPERCEDE;
}

public GrenadeTouch(const grenade, const other) {
if (!is_nullent(grenade)) {
explodeNade(grenade);
}
}

public GrenadeThink(const grenade) {
if (!is_nullent(grenade)) {
explodeNade(grenade);
}
}

giveNade(const id) {
new item = rg_get_player_item(id, ITEM_CLASSNAME, GRENADE_SLOT);
if (item != 0) {
giveAmmo(id, 1, AMMO_ID, 1);
return item;
}

item = rg_create_entity(WEAPON_NAME, false);
if (is_nullent(item)) {
return NULLENT;
}

new Float:origin[3];
get_entvar(id, var_origin, origin);
set_entvar(item, var_origin, origin);
set_entvar(item, var_spawnflags, get_entvar(item, var_spawnflags) | SF_NORESPAWN);

set_member(item, m_Weapon_iPrimaryAmmoType, AMMO_ID);
set_member(item, m_Weapon_iSecondaryAmmoType, -1);

set_entvar(item, var_classname, ITEM_CLASSNAME);

dllfunc(DLLFunc_Spawn, item);

set_member(item, m_iId, WEAPON_NEW_ID);

rg_set_iteminfo(item, ItemInfo_pszName, WEAPON_NEW_NAME);
rg_set_iteminfo(item, ItemInfo_pszAmmo1, AMMO_NAME);
rg_set_iteminfo(item, ItemInfo_iMaxAmmo1, 1);
rg_set_iteminfo(item, ItemInfo_iId, WEAPON_FAKE_ID);
rg_set_iteminfo(item, ItemInfo_iPosition, 4);
rg_set_iteminfo(item, ItemInfo_iWeight, 1);

dllfunc(DLLFunc_Touch, item, id);

if (get_entvar(item, var_owner) != id) {
set_entvar(item, var_flags, FL_KILLME);
return NULLENT;
}

return item;
}

giveAmmo(const id, const amount, const ammo, const max) {
if (get_entvar(id, var_flags) & FL_SPECTATOR) {
return;
}

new count = get_member(id, m_rgAmmo, ammo);
new add = min(amount, max - count);
if (add < 1) {
return;
}

set_member(id, m_rgAmmo, count + add, ammo);

emessage_begin(MSG_ONE, MsgIdAmmoPickup, .player = id);
ewrite_byte(ammo);
ewrite_byte(add);
emessage_end();
}

throwNade(const id, const Float:vecSrc[3], const Float:vecThrow[3], const Float:time) {
new grenade = rg_create_entity("info_target", false);
if (is_nullent(grenade)) {
return 0;
}

set_entvar(grenade, var_classname, GRENADE_CLASSNAME);

set_entvar(grenade, var_movetype, MOVETYPE_BOUNCE);
set_entvar(grenade, var_solid, SOLID_BBOX);

engfunc(EngFunc_SetOrigin, grenade, vecSrc);

new Float:angles[3];
get_entvar(id, var_angles, angles);
set_entvar(grenade, var_angles, angles);

set_entvar(grenade, var_owner, id);

if (time < 0.1) {
set_entvar(grenade, var_nextthink, get_gametime());
set_entvar(grenade, var_velocity, Float:{0.0, 0.0, 0.0});
} else {
set_entvar(grenade, var_nextthink, get_gametime() + time);
set_entvar(grenade, var_velocity, vecThrow);
}

set_entvar(grenade, var_sequence, random_num(3, 6));
set_entvar(grenade, var_framerate, 1.0);
set_entvar(grenade, var_gravity, 0.5);
set_entvar(grenade, var_friction, 0.8);
engfunc(EngFunc_SetModel, grenade, WORLDMODEL);
set_entvar(grenade, var_dmg, 30.0);
set_entvar(grenade, var_dmgtime, get_gametime() + time);

SetTouch(grenade, "GrenadeTouch");
SetThink(grenade, "GrenadeThink");
return grenade;
}

explodeNade(const grenade) {
new Float:origin[3];
get_entvar(grenade, var_origin, origin);

UTIL_BeamCylinder(origin, SpriteCylinder, 1, 5, 30, 1, {10, 255, 40}, 255, 5, HEAL_RADIUS);
UTIL_CreateExplosion(origin, 65.0, SpriteExplode, 30, 20, (TE_EXPLFLAG_NOSOUND | TE_EXPLFLAG_NOPARTICLES));
UTIL_SpriteTrail(origin, SpriteShape);

rh_emit_sound2(grenade, 0, CHAN_WEAPON, "weapons/reapi_healthnade/heal.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM);

new id = get_entvar(grenade, var_owner);
new team = get_member(id, m_iTeam);

for (new player = 1, Float:playerOrigin[3]; player <= MaxClients; player++) {
if (!is_user_alive(player) || get_member(player, m_iTeam) != team) {
continue;
}

get_entvar(player, var_origin, playerOrigin);
if (get_distance_f(origin, playerOrigin) < HEAL_RADIUS) {
ExecuteHamB(Ham_TakeHealth, player, HEAL_AMOUNT_THROW, DMG_GENERIC);
UTIL_ScreenFade(player);
}
}

destroyNade(grenade);
}

destroyNade(const grenade) {
SetTouch(grenade, "");
SetThink(grenade, "");
set_entvar(grenade, var_flags, FL_KILLME);
}

stock rg_get_player_item(const id, const classname[], const InventorySlotType:slot = NONE_SLOT) {
new item = get_member(id, m_rgpPlayerItems, slot);
while (!is_nullent(item)) {
if (FClassnameIs(item, classname)) {
return item;
}
item = get_member(item, m_pNext);
}

return 0;
}

stock bool:IsBlind(const player) {
return bool:(Float:get_member(player, m_blindUntilTime) > get_gametime());
}

stock UTIL_WeapoList(
const type,
const player,
const name[],
const ammo1,
const maxAmmo1,
const ammo2,
const maxammo2,
const InventorySlotType:slot,
const position,
const WeaponIdType:id,
const flags
) {
message_begin(type, MsgIdWeaponList, .player = player);
write_string(name);
write_byte(ammo1);
write_byte(maxAmmo1);
write_byte(ammo2);
write_byte(maxammo2);
write_byte(_:slot - 1);
write_byte(position);
write_byte(_:id);
write_byte(flags);
message_end();
}

stock UTIL_StatusIcon(const player, const type, const sprite[], const color[3]) {
message_begin(MSG_ONE, MsgIdStatusIcon, .player = player);
write_byte(type); // 0 - hide 1 - show 2 - flash
write_string(sprite);
write_byte(color[0]);
write_byte(color[1]);
write_byte(color[2]);
message_end();
}

stock UTIL_ScreenFade(const player, const Float:fxTime = 1.0, const Float:holdTime = 0.3, const color[3] = {170, 255, 0}, const alpha = 80) {
if (IsBlind(player)) {
return;
}

const FFADE_IN = 0x0000;

message_begin(MSG_ONE_UNRELIABLE, MsgIdScreenFade, .player = player);
write_short(FixedUnsigned16(fxTime));
write_short(FixedUnsigned16(holdTime));
write_short(FFADE_IN);
write_byte(color[0]);
write_byte(color[1]);
write_byte(color[2]);
write_byte(alpha);
message_end();
}

stock UTIL_BeamCylinder(const Float:origin[3], const sprite, const framerate, const life, const width, const amplitude, const color[3], const bright, const speed, const Float:size) {
message_begin_f(MSG_PVS, SVC_TEMPENTITY, origin, 0);
write_byte(TE_BEAMCYLINDER);
write_coord_f(origin[0]);
write_coord_f(origin[1]);
write_coord_f(origin[2]);
write_coord_f(origin[0]);
write_coord_f(origin[1]);
write_coord_f(origin[2] + size);
write_short(sprite);
write_byte(0);
write_byte(framerate);
write_byte(life);
write_byte(width);
write_byte(amplitude);
write_byte(color[0]);
write_byte(color[1]);
write_byte(color[2]);
write_byte(bright);
write_byte(speed);
message_end();
}

stock UTIL_CreateExplosion(const Float:origin[3], const Float:vecUp, const modelIndex, const scale, const frameRate, const flags) {
message_begin_f(MSG_PVS, SVC_TEMPENTITY, origin, 0);
write_byte(TE_EXPLOSION);
write_coord_f(origin[0]);
write_coord_f(origin[1]);
write_coord_f(origin[2] + vecUp);
write_short(modelIndex);
write_byte(scale);
write_byte(frameRate);
write_byte(flags);
message_end();
}

stock UTIL_SpriteTrail(Float:origin[3], const sprite, const cound = 20, const life = 20, const scale = 4, const noise = 20, const speed = 10) {
message_begin(MSG_BROADCAST, SVC_TEMPENTITY); // MSG_PVS
write_byte(TE_SPRITETRAIL);
write_coord_f(origin[0]);
write_coord_f(origin[1]);
write_coord_f(origin[2] + 20.0);
write_coord_f(origin[0]);
write_coord_f(origin[1]);
write_coord_f(origin[2] + 80.0);
write_short(sprite);
write_byte(cound);
write_byte(life);
write_byte(scale);
write_byte(noise);
write_byte(speed);
message_end();
}

stock FixedUnsigned16(Float:value, scale = (1 << 12)) {
return clamp(floatround(value * scale), 0, 0xFFFF);
}
Здравствуйте. Граната при броске начинает бесконечно мерцать и выдавать ошибку в консоли до конца раунда. При выключенных моих плагинах тоже самое. В чем проблема? Также прикрепил видео-материал, как происходит ошибка на сервере и частоту появления ошибки в консоли.
 
В этой теме было размещено решение! Перейти к решению.
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krinj, когда выдаёт
Код:
 L 01/07/2022 - 16:56:43: [ReAPI] ReHlds: isn't available
И то же самое про регейм - дело чаще всего в расхождении версий rehlds/regamedll/reapi.
Попробуйте рехлдс обновить до последней версии, дело вероятно в этом.
 
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61
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-5
BlackSignature, скачивал последнюю версию rehlds с офф. сайта, не может быть такого, что это старая версия.
 
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krinj, у вас версия
ReHLDS version: 3.10.0.759-dev

а тут 3.11.0.767
 
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krinj, не обратил внимание что у вас винда. попробуйте тогда регейм и реапи откатить.
 
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1 раз(а)
rh_emit_sound2 замени на emit_sound
 
Последнее редактирование:
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61
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BlackSignature, при откате reapi на предыдущую версию плагин health nade вообще не работает и пишет:
( 34) Error: [ReAPI]: Api minor version mismatch; expected at least 21, real 20
( 40) Error: [ReAPI]: Api minor version mismatch; expected at least 21, real 20
( 43) Error: [ReAPI]: Api minor version mismatch; expected at least 21, real 20
 
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krinj, потому что локальный компилятор тоже тоже надо откатить
 
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Ruby, изменил строчку: emit_sound(grenade, 0, CHAN_WEAPON, "weapons/reapi_healthnade/heal.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM);
произошла ошибка при компиляции:
// D:\Server\cstrike\addons\amxmodx\scripting\reapi_healthnade.sma(480) : error
035: argument type mismatch (argument 3)
//
// 1 Error.
// Could not locate output file D:\Server\cstrike\addons\amxmodx\scripting\compi
led\reapi_healthnade.amx (compile failed).
7 Янв 2022
BlackSignature, ссылку и подробней?
 
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krinj, emit_sound(grenade, CHAN_WEAPON, "weapons/reapi_healthnade/heal.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM);
 
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