Поиск Больше крови на сервер , сделать игру более кровавой

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8
Здравствуйте , нужно решение одной проблемы . На сервере как то все по скромному , нужно как то добавить больше крови .
Плагины находил , ставил но хорошего ничего не получал от этого . Падение сервера и не более .
Возможно существуют какие то настройки на самом сервере . Подскажите пожалуйста .
- Установлено на сервере "
HeadShot Blood " 1.1 " tuty " " hs_blood.amxx " но этого мало ...
 
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144
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8
Artemich, видел в консоле server crasher но дальше не разбирался .
Возможно есть какая то серверная команда или настройка для того что бы включить больше крови ?

Добавлю по вашему совету следующее , плагин качал не с того сайта !
 
Сообщения
187
Реакции
319
Помог
1 раз(а)
NEXT1M,
Код:
#pragma semicolon 1

#include <amxmodx>
#include <reapi>

public plugin_init()
{
    register_plugin("gib", "0.1", "perf");
    RegisterHookChain(RG_CBasePlayer_Killed, "@CBasePlayer_Killed_pre", false);
}

@CBasePlayer_Killed_pre(victim, attacker, gib)
{
    SetHookChainArg(3, ATYPE_INTEGER, GIB_ALWAYS);
}
 
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49
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32
perforator, это же будет вызывать просто куски мяса. А больших пятен крови на сервере так и не будет
 
Сообщения
552
Реакции
49
Предупреждения
2
Помог
4 раз(а)
тогда пробуй этот юзаю у себя на зомби сервере
 

Вложения

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8
я видел много на сайтах "моделей крови" - но вот как эту модель запихнуть на сервер ) ?
26 Сен 2022
Artemich,исходника не хватает Бро !
 

Вложения

  • 66.6 KB Просмотры: 108
Сообщения
552
Реакции
49
Предупреждения
2
Помог
4 раз(а)
NEXT1M,
Код:
// Модификация плагина: Leo_[BH] (http://vk.com/id64427766)
// Написание плагинов на заказ: http://vk.com/cs_rain

/* AMX Mod X script.
*
*   Ultimate Gore Enhancement (amx_gore_ultimate.sma)
*   Copyright (C) 2003-2004  mike_cao / fizzarum / jtp10181
*
*   This program is free software; you can redistribute it and/or
*   modify it under the terms of the GNU General Public License
*   as published by the Free Software Foundation; either version 2
*   of the License, or (at your option) any later version.
*
*   This program is distributed in the hope that it will be useful,
*   but WITHOUT ANY WARRANTY; without even the implied warranty of
*   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
*   GNU General Public License for more details.
*
*   You should have received a copy of the GNU General Public License
*   along with this program; if not, write to the Free Software
*   Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
*
*   In addition, as a special exception, the author gives permission to
*   link the code of this program with the Half-Life Game Engine ("HL
*   Engine") and Modified Game Libraries ("MODs") developed by Valve,
*   L.L.C ("Valve"). You must obey the GNU General Public License in all
*   respects for all of the code used other than the HL Engine and MODs
*   from Valve. If you modify this file, you may extend this exception
*   to your version of the file, but you are not obligated to do so. If
*   you do not wish to do so, delete this exception statement from your
*   version.
*
****************************************************************************
*
*   Version 1.6 - 05/18/2008
*
*   by jtp10181 <[email protected]>
*   Homepage: http://www.jtpage.net
*
*   Original code by:
*     by mike_cao <[email protected]> (plugin_gore)
*     fizzarum <[email protected]> (plugin_gore2)
*
****************************************************************************
*
*   This plugin adds gore effects. It is configured
*   with the cvar "amx_gore" using these flags:
*
*   a - Headshot blood
*   b - Extra blood effects
*   c - Bleeding on low health
*   d - Gib explosion (Explosives and damage over "amx_gore_exphp")
*   e - Extra Gory Mode
*   f - Extra Headshot Gore Only (same as with flag "e")
*   g - Hostage Gore (CS/CZ Only)
*
*   Default is: amx_gore "abcd"
*
*   New CVAR: amx_gore_exphp (default 160)
*         The amount of health that must be lost upon death
*         for the player to "explode"
*
*   Add the cvars to your amxx.cfg to change it and have it load every map
*
*   *NOTE*: the decal indexes are pulled form the servers decals.wad  If you
*    do not have the orginal decals.wad (for your mod) on the server the
*    decals may not appear as blood, but arrows, numbers, text, etc.
*
*   v1.6 - JTP10181 - 07/09/06
*    - Added a single spray with normal headshot gore
*    - Added new flag for extra headshot gore only
*    - Added support for module auto loading
*    - Added support for SvenCoop
*    - Added minimal support for NS
*    - Finally found proper way to hide corpses in CS/CZ/DoD
*    - Fully ported to FakeMeta
*
*   v1.5 - JTP10181 - 06/27/06
*    - Added support for ESF
*    - Added support for TS
*    - Added support for TFC
*    - Tweaked a lot of numbers
*    - Made gibs fly around more instead of in a big heap
*    - Added support for hostages in CS
*    - Switched all supporting mods to client_damage/death forwards
*
*   v1.4 - JTP10181 - 06/16/06
*    - Switched to Pointer CVAR commands
*    - Updated to work on "valve" mod by request
*    - Finally finished support for DoD
*    - Reduced the insane ammount of blood spray with gibs & extra gore enabled
*
*   v1.3.5 - JTP10181 - 03/05/06
*    - Fixed possible runtime errors if player disconnects during events
*
*   v1.3.4 - JTP10181 - 10/25/05
*    - Added knife to the gib_wpncheck check
*    - Fixed bug where if all damage was from falling the player would not bleed
*
*   v1.3.3 - JTP10181 - 09/25/04
*    - Made it really easy to change the weapons that cause explosion
*    - Minor code tweaks
*
*   v1.3.2 - JTP10181 - 09/24/04
*    - Fixed code to work on AMXModX 0.20
*    - Added new CVAR to adjust the HP loss that triggers a GIB explosion
*    - Used task for body hiding so items wont end up underground
*
*   v1.3.1 - JTP10181 - 06/02/04
*    - Fixed runtime error if victim is null on a damage or death event
*        Was happening in conjunction with superhero mod
*        Thanks to drummeridiot25 for testing it for me
*
*   v1.3 - JTP
*    - Automatic mod detection, no more recompiling for CZERO.
*    - Decal indexes verified for CZ, they work perfectly.
*    - Started working on DoD support
*
*   v1.2 - JTP
*    - Combined various gore plugins into one that has the best features
*        out of all of them.
*    - Plan to maintain this plugin if any issues/requests arrise.
*    - Added extra gory mode:
*        Classic headshot death with the sprays shooting up (from orginal plugin_gore)
*        More blood spraying on a gib explosion (from orginal plugin_gore)
*        Extra blood decals on damage and deaths
*    - Fixed divide by zero error in fx_blood and fx_gib_explode
*    - Minor tweaks here and there to some of the numbers
*    - Put in fix for CZERO decals from "euro" and "out" from AMX forums
*    - Fixed runtime error when the attacker was not able to be determinted.
*        get_user_origin was getting passed a "0" player index.
*
*
*   v1.03 - ( by fizzarum ) :
*    - Each hit now causes a blood stream depending on the positions of the
*        agressor and the victim.
*    - Reduce the previous headshot fx to a less extravagant thing
*    - The gib explosion now happens after a damage higher than 110 EVEN IF
*        the victim's head was hit
*    - A knife kill does not cause a gib explosion
*    - Minor changes on the bleeding effect, the position of the gibs
*
*   Thanks:
*    - mike_cao for the orginal plugin
*    - fizzarum on plugin_gore2.sma (for AMX)
*    - euro and out (AMX forums) for posting decal numbers for CZero
*    - SidLuke (AMX forums) for his version for DoD,
*        I grabbed some of that code for my DoD support
*
**************************************************************************/

//Comment this out to totally disable the GIB code
//This can help if maps are crashing from exceeding the precache limit
#define GIBS_ENABLED

#include <amxmodx>
#include <amxmisc>
#include <fakemeta>
#include <dodconst>
#include <tfcconst>
#include <tsconst>

//Auto-load the correct module if not loaded
#pragma reqclass xstats
#if !defined AMXMODX_NOAUTOLOAD
   #pragma defclasslib xstats csx
   #pragma defclasslib xstats dodx
   #pragma defclasslib xstats tfcx
   #pragma defclasslib xstats tsx
#endif

#define MAX_PLAYERS 32
#define MAX_HOSTAGES 16

#define GORE_HEADSHOT       (1<<0) // "a"
#define GORE_BLOOD          (1<<1) // "b"
#define GORE_BLEEDING       (1<<2) // "c"
#define GORE_GIB            (1<<3) // "d"
#define GORE_EXTRA          (1<<4) // "e"
#define GORE_EXTRA_HS       (1<<5) // "f"
#define GORE_HOSTAGES       (1<<6) // "g"

#define BLOOD_COLOR_RED        247
#define BLOOD_COLOR_YELLOW    195
#define BLOOD_STREAM_RED    70
#define BLOOD_STREAM_YELLOW    60

new gHealthIndex[MAX_PLAYERS+1]
new Float:hostage_hp[MAX_HOSTAGES], hostages[MAX_HOSTAGES], host_num

#if defined GIBS_ENABLED
new mdl_gib_flesh, mdl_gib_head, mdl_gib_legbone
new mdl_gib_lung, mdl_gib_meat, mdl_gib_spine
#endif

new spr_blood_drop, spr_blood_spray

#define BLOOD_SM_NUM 8
#define BLOOD_LG_NUM 2
new blood_small_red[BLOOD_SM_NUM], blood_large_red[BLOOD_LG_NUM]
//new blood_small_yellow[BLOOD_SM_NUM], blood_large_yellow[BLOOD_LG_NUM]

new mod_name[32], bool:body_hidden[33]
new pcvar_gore, pcvar_gore_exphp

//Offsets to place blood is more realistic hit location
new Offset[8][3] = {{0,0,10},{0,0,30},{0,0,16},{0,0,10},{4,4,16},{-4,-4,16},{4,4,-12},{-4,-4,-12}}

// #####################################################################
// ##     Change which weapons cause GIB explosions on death HERE     ##
// #####################################################################

public gib_wpncheck(iWeapon)
{
    //This section is used for CS/CZ
    if (cstrike_running()) {
        switch (iWeapon) {
            case CSW_P228            : return false
            case CSW_SCOUT            : return false
            case CSW_HEGRENADE        : return true
            case CSW_XM1014        : return false
            case CSW_C4            : return true
            case CSW_MAC10            : return false
            case CSW_AUG            : return false
            case CSW_SMOKEGRENADE    : return true
            case CSW_ELITE            : return false
            case CSW_FIVESEVEN        : return false
            case CSW_UMP45            : return false
            case CSW_SG550            : return false
            case CSW_GALIL            : return false
            case CSW_FAMAS            : return false
            case CSW_USP            : return false
            case CSW_GLOCK18        : return false
            case CSW_AWP            : return false
            case CSW_MP5NAVY        : return false
            case CSW_M249            : return false
            case CSW_M3            : return false
            case CSW_M4A1            : return false
            case CSW_TMP            : return false
            case CSW_G3SG1            : return false
            case CSW_FLASHBANG        : return true
            case CSW_DEAGLE        : return false
            case CSW_SG552            : return false
            case CSW_AK47            : return false
            case CSW_KNIFE            : return false
            case CSW_P90            : return false
        }
    }
    //This section is used for DoD
    else if (equali(mod_name,"dod")) {
        switch (iWeapon) {
            case DODW_AMERKNIFE            : return false
            case DODW_GERKNIFE            : return false
            case DODW_COLT                : return false
            case DODW_LUGER            : return false
            case DODW_GARAND            : return false
            case DODW_SCOPED_KAR        : return false
            case DODW_THOMPSON            : return false
            case DODW_STG44            : return false
            case DODW_SPRINGFIELD        : return false
            case DODW_KAR                : return false
            case DODW_BAR                : return false
            case DODW_MP40                : return false
            case DODW_HANDGRENADE        : return true
            case DODW_STICKGRENADE        : return true
            case DODW_STICKGRENADE_EX    : return true
            case DODW_HANDGRENADE_EX        : return true
            case DODW_MG42                : return false
            case DODW_30_CAL            : return false
            case DODW_SPADE            : return false
            case DODW_M1_CARBINE        : return false
            case DODW_MG34                : return false
            case DODW_GREASEGUN            : return false
            case DODW_FG42                : return false
            case DODW_K43                : return false
            case DODW_ENFIELD            : return false
            case DODW_STEN                : return false
            case DODW_BREN                : return false
            case DODW_WEBLEY            : return false
            case DODW_BAZOOKA            : return true
            case DODW_PANZERSCHRECK        : return false
            case DODW_PIAT                : return false
            case DODW_SCOPED_FG42        : return false
            case DODW_FOLDING_CARBINE    : return false
            case DODW_KAR_BAYONET        : return false
            case DODW_SCOPED_ENFIELD        : return false
            case DODW_MILLS_BOMB        : return true
            case DODW_BRITKNIFE            : return false
            case DODW_GARAND_BUTT        : return false
            case DODW_ENFIELD_BAYONET    : return false
            case DODW_MORTAR            : return false
            case DODW_K43_BUTT            : return false
        }
    }
    //This section is used for TFC
    else if (equali(mod_name,"tfc")) {
        switch (iWeapon) {
            case TFC_WPN_NONE                : return false
            case TFC_WPN_TIMER                : return false
            case TFC_WPN_SENTRYGUN            : return false
            case TFC_WPN_MEDIKIT            : return false
            case TFC_WPN_SPANNER            : return false
            case TFC_WPN_AXE                : return false
            case TFC_WPN_SNIPERRIFLE            : return false
            case TFC_WPN_AUTORIFLE            : return false
            case TFC_WPN_SHOTGUN            : return false
            case TFC_WPN_SUPERSHOTGUN        : return false
            case TFC_WPN_NG                : return false
            case TFC_WPN_SUPERNG            : return false
            case TFC_WPN_GL                : return false
            case TFC_WPN_FLAMETHROWER        : return false
            case TFC_WPN_RPG                : return true
            case TFC_WPN_IC                : return false
            case TFC_WPN_FLAMES                : return false
            case TFC_WPN_AC                : return false
            case TFC_WPN_UNK18                : return false
            case TFC_WPN_UNK19                : return false
            case TFC_WPN_TRANQ                : return false
            case TFC_WPN_RAILGUN            : return false
            case TFC_WPN_PL                : return false
            case TFC_WPN_KNIFE                : return false
            case TFC_WPN_CALTROP            : return false
            case TFC_WPN_CONCUSSIONGRENADE    : return true
            case TFC_WPN_NORMALGRENADE        : return true
            case TFC_WPN_NAILGRENADE            : return true
            case TFC_WPN_MIRVGRENADE            : return true
            case TFC_WPN_NAPALMGRENADE        : return true
            case TFC_WPN_GASGRENADE            : return false
            case TFC_WPN_EMPGRENADE            : return false
        }

    }
    //This section is used for TS
    else if (equali(mod_name,"ts")) {
        switch (iWeapon) {
            case TSW_GLOCK18        : return false
            case TSW_UNK1            : return false
            case TSW_UZI            : return false
            case TSW_M3            : return false
            case TSW_M4A1            : return false
            case TSW_MP5SD            : return false
            case TSW_MP5K            : return false
            case TSW_ABERETTAS        : return false
            case TSW_MK23            : return false
            case TSW_AMK23            : return false
            case TSW_USAS            : return false
            case TSW_DEAGLE        : return false
            case TSW_AK47            : return false
            case TSW_57            : return false
            case TSW_AUG            : return false
            case TSW_AUZI            : return false
            case TSW_TMP            : return false
            case TSW_M82A1            : return false
            case TSW_MP7            : return false
            case TSW_SPAS            : return false
            case TSW_GCOLTS        : return false
            case TSW_GLOCK20        : return false
            case TSW_UMP            : return false
            case TSW_M61GRENADE        : return true
            case TSW_CKNIFE        : return false
            case TSW_MOSSBERG        : return false
            case TSW_M16A4            : return false
            case TSW_MK1            : return false
            case TSW_C4            : return true
            case TSW_A57            : return false
            case TSW_RBULL            : return false
            case TSW_M60E3            : return false
            case TSW_SAWED_OFF        : return true
            case TSW_KATANA        : return false
            case TSW_SKNIFE        : return false
            case TSW_KUNG_FU        : return false
            case TSW_TKNIFE        : return false
        }
    }
    //This section is used for ESF
    else if (equali(mod_name,"esf")) {
        //Always do GIB explosions on ESF
        return true
    }
    //This section is used for the "valve" mod
    else if (equali(mod_name,"valve")) {
        switch (iWeapon) {
            case HLW_NONE            : return false
            case HLW_CROWBAR        : return false
            case HLW_GLOCK            : return false
            case HLW_PYTHON        : return false
            case HLW_MP5            : return false
            case HLW_CHAINGUN        : return false
            case HLW_CROSSBOW        : return false
            case HLW_SHOTGUN        : return false
            case HLW_RPG            : return true
            case HLW_GAUSS            : return false
            case HLW_EGON            : return false
            case HLW_HORNETGUN        : return false
            case HLW_HANDGRENADE    : return true
            case HLW_TRIPMINE        : return true
            case HLW_SATCHEL        : return true
            case HLW_SNARK            : return false
        }
    }

    //Always false on Sven Co-op
    return false
}

// #####################################################################
// ##                     DO NOT EDIT BELOW HERE                      ##
// #####################################################################

/************************************************************
* PLUGIN FUNCTIONS
************************************************************/

public plugin_init()
{
    register_plugin("Ultimate Gore","1.6","JTP10181")

    get_modname(mod_name,31)

    if (cstrike_running()) {
        register_logevent("event_roundstart", 2, "1=Round_Start")
        register_event("TextMsg","event_host_damage","b","2=#Injured_Hostage")
        register_event("TextMsg","event_host_killed","b","2=#Killed_Hostage")
        register_message(122, "event_ClCorpse") //ClCorpse
    }
    else if (equali(mod_name,"dod")) {
        register_message(126, "event_ClCorpse") //ClCorpse
    }
    else if (equali(mod_name,"esf")) {
        register_event("DeathMsg","event_death","a")
        register_event("Health","event_damage","b")
    }
    else if (equali(mod_name,"svencoop")) {
        register_event("Damage","event_damage","b","2!0")
    }
    else if (equali(mod_name,"valve") || equali(mod_name,"ns")) {
        register_event("DeathMsg","event_death","a")
        register_event("Damage","event_damage","b","2!0")
    }

    register_event("ResetHUD","event_respawn","b")

    pcvar_gore = register_cvar("amx_gore","abd")
    pcvar_gore_exphp = register_cvar("amx_gore_exphp","123")
    // set_task(1.5,"event_blood",100,"",0,"b")

    // Blood decals
    if (equali(mod_name,"cstrike")) {
        blood_large_red = {204,205}
        blood_small_red = {190,191,192,193,194,195,196,197}
    }
    else if (equali(mod_name,"czero")) {
        blood_large_red = {216,217}
        blood_small_red = {202,203,204,205,206,207,208,209}
    }
    else if (equali(mod_name,"dod")) {
        blood_large_red = {217,218}
        blood_small_red = {203,204,205,206,207,208,209,210}
    }
    else if (equali(mod_name,"tfc")) {
        blood_large_red = {208,209}
        blood_small_red = {194,195,196,197,198,199,200,201}
    }
    else if (equali(mod_name,"ts")) {
        blood_large_red = {218,219}
        blood_small_red = {204,205,206,207,208,209,210,211}
    }
    else if (equali(mod_name,"svencoop")) {
        blood_large_red = {210,211}
        blood_small_red = {196,197,198,199,200,201,202,203}
    }
    //"valve" mod and others that use its decals.wad (ESF, NS)
    else {
        blood_large_red = {19,20}
        blood_small_red = {27,28,29,30,31,32,33,34}
    }
}

public plugin_natives()
{
    set_module_filter("module_filter")
    set_native_filter("native_filter")
}

public module_filter(const module[])
{
    if (equali(module, "xstats")) {
        if (cstrike_running()) return PLUGIN_CONTINUE
        if (equali(mod_name,"dod")) return PLUGIN_CONTINUE
        if (equali(mod_name,"tfc")) return PLUGIN_CONTINUE
        if (equali(mod_name,"ts")) return PLUGIN_CONTINUE

        return PLUGIN_HANDLED
    }
    return PLUGIN_CONTINUE
}

public native_filter(const name[], index, trap)
{
    if (!trap) return PLUGIN_HANDLED

    return PLUGIN_CONTINUE
}

public plugin_precache()
{
    spr_blood_drop = precache_model("sprites/blood.spr")
    spr_blood_spray = precache_model("sprites/bloodspray.spr")

    #if defined GIBS_ENABLED
    mdl_gib_flesh = precache_model("models/Fleshgibs.mdl")
    mdl_gib_meat = precache_model("models/GIB_B_Gib.mdl")
    mdl_gib_head = precache_model("models/GIB_Skull.mdl")

    if (!equali(mod_name,"dod")) {
        mdl_gib_spine = precache_model("models/GIB_B_Bone.mdl")
        mdl_gib_lung = precache_model("models/GIB_Lung.mdl")
        mdl_gib_legbone = precache_model("models/GIB_Legbone.mdl")
    }
    #endif
}

public plugin_cfg()
{
    if (!cstrike_running()) return

    new iEnt = -1
    host_num = 0
    while ((iEnt = engfunc(EngFunc_FindEntityByString, iEnt, "classname", "hostage_entity")) != 0) {
        hostages[host_num++] = iEnt
        if (host_num >= MAX_HOSTAGES) break
    }
}

//Custom function to get origin with FM and return it as an integer
public get_origin_int(index, origin[3])
{
    new Float:FVec[3]

    pev(index,pev_origin,FVec)

    origin[0] = floatround(FVec[0])
    origin[1] = floatround(FVec[1])
    origin[2] = floatround(FVec[2])

    return 1
}

/************************************************************
* EVENTS
************************************************************/

//For "valve", ESF, NS, SvenCoop
public event_damage(iVictim)
{
    if (iVictim <= 0 || iVictim > MAX_PLAYERS) return

    new iWeapon, iHitPlace, iAgressor
    iAgressor = get_user_attacker(iVictim,iWeapon,iHitPlace)

    //Sven Co-op does not seem to send Death messages so we will do this
    if (equali(mod_name,"svencoop")) {
        if (get_user_health(iVictim) <=0) {
            process_death(iAgressor, iVictim, iWeapon, iHitPlace)
            return
        }
    }

    process_damage(iAgressor, iVictim, iHitPlace)
}

//Forward for CS/CZ, DoD, TFC, TS
public client_damage(attacker,victim,damage,wpnindex,hitplace)
{
    if (victim <= 0 || victim > MAX_PLAYERS) return
    process_damage(attacker, victim, hitplace)
}

//This will process the damage info for all mods
process_damage(iAgressor, iVictim, iHitPlace)
{
    new iFlags = get_gore_flags()

    //Don't want to do this if the player just died
    new vHealth = get_user_health(iVictim)
    if (vHealth <= 0 || vHealth >= gHealthIndex[iVictim]) return

    //server_print("************************* DAMAGE: %d %d %d %d", iVictim, iAgressor, vHealth, iHitPlace)

    gHealthIndex[iVictim] = vHealth

    //Check to make sure its a valid entity
    if (!pev_valid(iAgressor)) {
        iAgressor = iVictim
        iHitPlace = 0
    }

    //Crash/error check
    if (!is_user_connected(iVictim)) return
    if (iHitPlace < 0 || iHitPlace > 7) iHitPlace = 0

    if (iFlags&GORE_BLOOD) {
        new iOrigin[3], iOrigin2[3]
        get_origin_int(iVictim,iOrigin)
        get_origin_int(iAgressor,iOrigin2)

        fx_blood(iOrigin,iOrigin2,iHitPlace)
        fx_blood_small(iOrigin,8)
        if (iFlags&GORE_EXTRA) {
            fx_blood(iOrigin,iOrigin2,iHitPlace)
            fx_blood(iOrigin,iOrigin2,iHitPlace)
            fx_blood(iOrigin,iOrigin2,iHitPlace)
            fx_blood_small(iOrigin,4)
        }
    }
}

//Hostage Event for CS/CZ
public event_host_damage(iAgressor)
{
    new Float:vHeatlh, iVictim, iHitPlace = 0
    new iFlags = get_gore_flags()
    new hostid, Float:hosthp

    if (!(iFlags&GORE_HOSTAGES)) return

    //Find what hostage was injured
    for (new x = 0; x < host_num; x++) {
        hostid = hostages[x]
        hosthp = hostage_hp[x]

        if (!pev_valid(hostid)) continue
        if (hosthp <= 0.0) continue
        pev(hostid, pev_health, vHeatlh)

        if (vHeatlh > 0.0 && vHeatlh < hosthp) {
            iVictim = hostid
        }

        hosthp = vHeatlh
    }

    //No valid hostage entity found
    if (iVictim <= 0) return

    //Check to make sure its a player
    if (!is_user_connected(iAgressor)) {
        iAgressor = iVictim
    }

    if (iFlags&GORE_BLOOD) {
        new iOrigin[3], iOrigin2[3]

        get_origin_int(iVictim, iOrigin)
        get_origin_int(iAgressor, iOrigin2)

        //Add height to Hostage origin
        iOrigin[2] += 36

        fx_blood(iOrigin,iOrigin2,iHitPlace)
        fx_blood_small(iOrigin,8)
        if (iFlags&GORE_EXTRA) {
            fx_blood(iOrigin,iOrigin2,iHitPlace)
            fx_blood(iOrigin,iOrigin2,iHitPlace)
            fx_blood(iOrigin,iOrigin2,iHitPlace)
            fx_blood_small(iOrigin,4)
        }
    }
}

//For "valve", ESF, NS
public event_death()
{
    new iVictim = read_data(2)
    new iWeapon, iHitPlace

    if (iVictim <= 0 || iVictim > MAX_PLAYERS) return
    new iAgressor = get_user_attacker(iVictim,iWeapon,iHitPlace)

    process_death(iAgressor, iVictim, iWeapon, iHitPlace)
}

//Forward for CS/CZ, DoD, TFC, TS
public client_death(killer,victim,wpnindex,hitplace)
{
    if (victim <= 0 || victim > MAX_PLAYERS) return
    process_death(killer, victim, wpnindex, hitplace)
}

//This will process the death info for all mods
process_death(iAgressor, iVictim, iWeapon, iHitPlace)
{
    //server_print("************************* DEATH: %d %d %d %d", iVictim, iAgressor, iWeapon, iHitPlace)

    new iOrigin[3], iOrigin2[3]
    new iFlags = get_gore_flags()

    //Check to make sure its a valid entity
    if (!pev_valid(iAgressor)) {
        iAgressor = iVictim
        iWeapon = 0
        iHitPlace = 0
    }

    if (!is_user_connected(iVictim)) return

    get_origin_int(iVictim, iOrigin)
    get_origin_int(iAgressor, iOrigin2)

    if (iFlags&GORE_HEADSHOT && iHitPlace == HIT_HEAD) {
        fx_headshot(iOrigin)
    }

    #if defined GIBS_ENABLED
    if (iFlags&GORE_GIB && (gib_wpncheck(iWeapon) || gHealthIndex[iVictim] - get_user_health(iVictim) >= get_pcvar_num(pcvar_gore_exphp))) {

        // Effects
        fx_invisible(iVictim)
        body_hidden[iVictim] = true

        fx_gib_explode(iOrigin,iOrigin2)
        fx_blood_large(iOrigin,4)
        fx_blood_small(iOrigin,4)
    }
    #endif

    fx_blood_small(iOrigin,8)

    if (iFlags&GORE_EXTRA && !equali(mod_name,"dod")) {
        fx_extra_blood(iOrigin)
        fx_blood_large(iOrigin,2)
        fx_blood_small(iOrigin,4)
    }
}

//Hostage Event for CS/CZ
public event_host_killed(iAgressor)
{
    new Float:vHeatlh, HP_Loss, iVictim, iWeapon = 0, clip, ammo
    new iFlags = get_gore_flags()
    new hostid, Float:hosthp

    if (!(iFlags&GORE_HOSTAGES)) return

    //Find what hostage was killed
    for (new x = 0; x < host_num; x++) {
        hostid = hostages[x]
        hosthp = hostage_hp[x]

        if (!pev_valid(hostid)) continue
        if (hosthp <= 0.0) continue

        pev(hostid, pev_health, vHeatlh)

        if (vHeatlh <= 0.0 && vHeatlh < hosthp) {
            iVictim = hostid
            HP_Loss = floatround(hosthp - vHeatlh)
        }

        hosthp = vHeatlh
    }

    //No valid hostage entity found
    if (iVictim <= 0) return

    //Check to make sure its a player
    if (is_user_alive(iAgressor)) {
        iWeapon =  get_user_weapon(iAgressor,clip,ammo)
    }
    else {
        iAgressor = iVictim
    }

    new iOrigin[3], iOrigin2[3]

    get_origin_int(iVictim, iOrigin)
    get_origin_int(iAgressor, iOrigin2)

    //Add height to Hostage origin
    iOrigin[2] += 36

    #if defined GIBS_ENABLED
    if (iFlags&GORE_GIB && (gib_wpncheck(iWeapon) || HP_Loss >= floatround(get_pcvar_float(pcvar_gore_exphp) * 0.6))) {

        // Effects
        fx_invisible(iVictim)
        fx_gib_explode(iOrigin,iOrigin2)
        fx_blood_large(iOrigin,4)
        fx_blood_small(iOrigin,4)
    }
    #endif

    fx_blood_small(iOrigin,8)
    if (iFlags&GORE_EXTRA) {
        fx_extra_blood(iOrigin)
        fx_blood_large(iOrigin,2)
        fx_blood_small(iOrigin,4)
    }
}
/*
public event_blood()
{
    new iFlags = get_gore_flags()
    if (!(iFlags&GORE_BLEEDING)) return

    new iPlayer, iPlayers[MAX_PLAYERS], iNumPlayers, iOrigin[3]
    get_players(iPlayers,iNumPlayers,"a")
    for (new i = 0; i < iNumPlayers; i++) {
        iPlayer = iPlayers[i]
        gHealthIndex[iPlayer] = get_user_health(iPlayer)
        if (gHealthIndex[iPlayer] < 20) {
            get_origin_int(iPlayer, iOrigin)
            fx_bleed(iOrigin)
            fx_blood_small(iOrigin,3)
        }
    }

    if (!(iFlags&GORE_HOSTAGES)) return

    //Hostage Bleeding
    if (cstrike_running()) {
        new iOrigin[3], hostid, Float:hosthp
        for (new x = 0; x < host_num; x++) {
            hostid = hostages[x]
            hosthp = hostage_hp[x]
            if (!pev_valid(hostid)) continue
            pev(hostid, pev_health, hosthp)
            if (hosthp > 0.0 && hosthp < 20.0) {
                get_origin_int(hostid, iOrigin)
                iOrigin[2] += 36.0
                fx_bleed(iOrigin)
                fx_blood_small(iOrigin,3)
            }
        }
    }
}
*/
public event_respawn(id)
{
    if (is_user_alive(id)) {
        //Reset body_hidden flag
        body_hidden[id] = false
        //Restore model visibility
        set_pev(id, pev_rendermode, kRenderNormal)
        //Save clients current Health
        gHealthIndex[id] = get_user_health(id)
    }
}

public event_roundstart(id)
{
    set_task(0.1,"roundstart_delay",100)
}

public roundstart_delay()
{
    for ( new id = 1; id <= MAX_PLAYERS; id++ ) {
        if (is_user_alive(id)) {
            //Reset body_hidden flag
            body_hidden[id] = false
            //Save clients current Health
            gHealthIndex[id] = get_user_health(id)
        }
    }

    if (cstrike_running()) {
        new hostid
        for (new x = 0; x < host_num; x++) {
            hostid = hostages[x]
            if (!pev_valid(hostid)) continue
            set_pev(hostid, pev_rendermode, kRenderNormal)
            pev(hostid, pev_health, hostage_hp[x])
        }
    }
}

//Hides Corpses in CS / DoD
public event_ClCorpse()
{
    //If there is not 12 args something is wrong
    if (get_msg_args() != 12) return PLUGIN_CONTINUE

    //Arg 12 is the player id the corpse is for
    new id = get_msg_arg_int(12)

    //If the corpse should be hidden block this message
    if (body_hidden[id]) return PLUGIN_HANDLED

    return PLUGIN_CONTINUE
}

public get_gore_flags()
{
    new sFlags[24]
    get_pcvar_string(pcvar_gore,sFlags,23)
    return read_flags(sFlags)
}

/************************************************************
* FX FUNCTIONS
************************************************************/

fx_invisible(id)
{
    set_pev(id, pev_renderfx, kRenderFxNone)
    set_pev(id, pev_rendermode, kRenderTransAlpha)
    set_pev(id, pev_renderamt, 0.0)
}

fx_blood(origin[3],origin2[3],HitPlace)
{
    //Crash Checks
    if (HitPlace < 0 || HitPlace > 7) HitPlace = 0
    new rDistance = get_distance(origin,origin2) ? get_distance(origin,origin2) : 1

    new rX = ((origin[0]-origin2[0]) * 300) / rDistance
    new rY = ((origin[1]-origin2[1]) * 300) / rDistance
    new rZ = ((origin[2]-origin2[2]) * 300) / rDistance

    message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
    write_byte(TE_BLOODSTREAM)
    write_coord(origin[0]+Offset[HitPlace][0])
    write_coord(origin[1]+Offset[HitPlace][1])
    write_coord(origin[2]+Offset[HitPlace][2])
    write_coord(rX) // x
    write_coord(rY) // y
    write_coord(rZ) // z
    write_byte(BLOOD_STREAM_RED) // color
    write_byte(random_num(100,200)) // speed
    message_end()
}
/*
fx_bleed(origin[3])
{
    // Blood spray
    message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
    write_byte(TE_BLOODSTREAM)
    write_coord(origin[0])
    write_coord(origin[1])
    write_coord(origin[2]+10)
    write_coord(random_num(-360,360)) // x
    write_coord(random_num(-360,360)) // y
    write_coord(-10) // z
    write_byte(BLOOD_STREAM_RED) // color
    write_byte(random_num(50,100)) // speed
    message_end()
}
*/
fx_blood_small(origin[3],num)
{
    if (equali(mod_name,"esf")) return

    // Write Small splash decal
    for (new j = 0; j < num; j++) {
        message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
        write_byte(TE_WORLDDECAL)
        write_coord(origin[0]+random_num(-100,100))
        write_coord(origin[1]+random_num(-100,100))
        write_coord(origin[2]-36)
        write_byte(blood_small_red[random_num(0,BLOOD_SM_NUM - 1)]) // index
        message_end()
    }
}

fx_blood_large(origin[3],num)
{
    if (equali(mod_name,"esf")) return

    // Write Large splash decal
    for (new i = 0; i < num; i++) {
        message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
        write_byte(TE_WORLDDECAL)
        write_coord(origin[0]+random_num(-50,50))
        write_coord(origin[1]+random_num(-50,50))
        write_coord(origin[2]-36)
        write_byte(blood_large_red[random_num(0,BLOOD_LG_NUM - 1)]) // index
        message_end()
    }
}

#if defined GIBS_ENABLED
fx_gib_explode(origin[3],origin2[3])
{
    new flesh[2]
    flesh[0] = mdl_gib_flesh
    flesh[1] = mdl_gib_meat
    new mult, gibtime = 400 //40 seconds

    if (equali(mod_name,"esf"))        mult = 400
    else if (equali(mod_name,"ts"))    mult = 140
    else                            mult = 80

    new rDistance = get_distance(origin,origin2) ? get_distance(origin,origin2) : 1
    new rX = ((origin[0]-origin2[0]) * mult) / rDistance
    new rY = ((origin[1]-origin2[1]) * mult) / rDistance
    new rZ = ((origin[2]-origin2[2]) * mult) / rDistance
    new rXm = rX >= 0 ? 1 : -1
    new rYm = rY >= 0 ? 1 : -1
    new rZm = rZ >= 0 ? 1 : -1

    // Gib explosions

    // Head
    message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
    write_byte(TE_MODEL)
    write_coord(origin[0])
    write_coord(origin[1])
    write_coord(origin[2]+40)
    write_coord(rX + (rXm * random_num(0,80)))
    write_coord(rY + (rYm * random_num(0,80)))
    write_coord(rZ + (rZm * random_num(80,200)))
    write_angle(random_num(0,360))
    write_short(mdl_gib_head)
    write_byte(0) // bounce
    write_byte(gibtime) // life
    message_end()

    // Parts
    for(new i = 0; i < 4; i++) {
        message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
        write_byte(TE_MODEL)
        write_coord(origin[0])
        write_coord(origin[1])
        write_coord(origin[2])
        write_coord(rX + (rXm * random_num(0,80)))
        write_coord(rY + (rYm * random_num(0,80)))
        write_coord(rZ + (rZm * random_num(80,200)))
        write_angle(random_num(0,360))
        write_short(flesh[random_num(0,1)])
        write_byte(0) // bounce
        write_byte(gibtime) // life
        message_end()
    }

    if (!equali(mod_name,"dod")) {

        // Spine
        message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
        write_byte(TE_MODEL)
        write_coord(origin[0])
        write_coord(origin[1])
        write_coord(origin[2]+30)
        write_coord(rX + (rXm * random_num(0,80)))
        write_coord(rY + (rYm * random_num(0,80)))
        write_coord(rZ + (rZm * random_num(80,200)))
        write_angle(random_num(0,360))
        write_short(mdl_gib_spine)
        write_byte(0) // bounce
        write_byte(gibtime) // life
        message_end()

        // Lung
        for(new i = 0; i <= 1; i++) {
            message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
            write_byte(TE_MODEL)
            write_coord(origin[0])
            write_coord(origin[1])
            write_coord(origin[2]+10)
            write_coord(rX + (rXm * random_num(0,80)))
            write_coord(rY + (rYm * random_num(0,80)))
            write_coord(rZ + (rZm * random_num(80,200)))
            write_angle(random_num(0,360))
            write_short(mdl_gib_lung)
            write_byte(0) // bounce
            write_byte(gibtime) // life
            message_end()
        }

        //Legs
        for(new i = 0; i <= 1; i++) {
            message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
            write_byte(TE_MODEL)
            write_coord(origin[0])
            write_coord(origin[1])
            write_coord(origin[2]-10)
            write_coord(rX + (rXm * random_num(0,80)))
            write_coord(rY + (rYm * random_num(0,80)))
            write_coord(rZ + (rZm * random_num(80,200)))
            write_angle(random_num(0,360))
            write_short(mdl_gib_legbone)
            write_byte(0) // bounce
            write_byte(gibtime) // life
            message_end()
        }
    }

    message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
    write_byte(TE_BLOODSPRITE)
    write_coord(origin[0])
    write_coord(origin[1])
    write_coord(origin[2]+20)
    write_short(spr_blood_spray)
    write_short(spr_blood_drop)
    write_byte(BLOOD_COLOR_RED) // color index
    write_byte(10) // size
    message_end()
}
#endif

fx_extra_blood(origin[3])
{
    new x, y, z

    for(new i = 0; i < 3; i++) {
        x = random_num(-15,15)
        y = random_num(-15,15)
        z = random_num(-20,25)
        for(new j = 0; j < 2; j++) {
            message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
            write_byte(TE_BLOODSPRITE)
            write_coord(origin[0]+(x*j))
            write_coord(origin[1]+(y*j))
            write_coord(origin[2]+(z*j))
            write_short(spr_blood_spray)
            write_short(spr_blood_drop)
            write_byte(BLOOD_COLOR_RED) // color index
            write_byte(15) // size
            message_end()
        }
    }
}

fx_headshot(origin[3])
{
    new iFlags = get_gore_flags()

    new Sprays = 1

    if (iFlags&GORE_EXTRA || iFlags&GORE_EXTRA_HS) {
        if (equali(mod_name,"dod"))    Sprays = 4
        else                     Sprays = 8
    }

    message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
    write_byte(TE_BLOODSPRITE)
    write_coord(origin[0])
    write_coord(origin[1])
    write_coord(origin[2]+40)
    write_short(spr_blood_spray)
    write_short(spr_blood_drop)
    write_byte(BLOOD_COLOR_RED) // color index
    write_byte(15) // size
    message_end()

    // Blood sprays
    for (new i = 0; i < Sprays; i++) {
        message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
        write_byte(TE_BLOODSTREAM)
        write_coord(origin[0])
        write_coord(origin[1])
        write_coord(origin[2]+40)
        write_coord(random_num(-30,30)) // x
        write_coord(random_num(-30,30)) // y
        write_coord(random_num(80,300)) // z
        write_byte(BLOOD_STREAM_RED) // color
        write_byte(random_num(100,200)) // speed
        message_end()
    }
}
 
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11 раз(а)
NEXT1M, gore lite by vaqtincha
 
Последнее редактирование:
  • Нравится
Реакции: Loki
Сообщения
262
Реакции
14
Please, this is for you. You will surely be satisfied :)

Cvar:
Код:
// amount of blood from 0 to ~ 100 more amounts cause a decrease in blood amount
blood_patch_amount 50
Код:
/* Plugin generated by AMXX-Studio */

#include <amxmodx>
#include <amxmisc>
#include <fakemeta>
#include <xs>

#define PLUGIN "New Plug-In"
#define VERSION "1.0"
#define AUTHOR "DarkGL"

new blood
new blood2

new pCvarAmount;

public plugin_init() {
	register_plugin(PLUGIN, VERSION, AUTHOR)
	
	register_event("DeathMsg", "DeathMsg", "a")
	
	pCvarAmount = register_cvar("blood_patch_amount","50")
	
}

public plugin_precache()
{
	blood = precache_model("sprites/blood.spr")
	blood2 = precache_model("sprites/bloodspray.spr")
}

public DeathMsg()
{
	static const Float:fVec[][3]={
		{0.0,0.0,0.0},
		{0.0,0.0,0.0},
		{0.0,0.0,25.0},
		{0.0,0.0,10.0},
		{5.0,5.0,10.0},
		{-5.0,-5.0,10.0},
		{5.0,5.0,-10.0},
		{-5.0,-5.0,-10.0}
	}
	new vid = read_data(2)
	
	new Float:fOrigin[3];
	pev(vid,pev_origin,fOrigin);
	
	new hitpoint, weapon
	get_user_attacker(vid,weapon,hitpoint)
	
	xs_vec_add(fOrigin,fVec[hitpoint],fOrigin)
	
	for(new i = 1;i <= get_pcvar_num(pCvarAmount);i++){
		makeBloodSprite(fOrigin);
		makeBlood(fOrigin);
	}
}

stock makeBloodSprite(const Float: fOrigin[3]){
	message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
	write_byte(TE_BLOODSPRITE)
	engfunc(EngFunc_WriteCoord,fOrigin[0])
	engfunc(EngFunc_WriteCoord,fOrigin[1])
	engfunc(EngFunc_WriteCoord,fOrigin[2])
	write_short(blood2)
	write_short(blood)
	write_byte(0xE5)
	write_byte(random_num(5,35));
	message_end()
}

stock makeBlood(const Float: fOrigin[3]){
	message_begin(MSG_BROADCAST, SVC_TEMPENTITY);
	write_byte(TE_BLOOD);
	engfunc(EngFunc_WriteCoord,fOrigin[0])
	engfunc(EngFunc_WriteCoord,fOrigin[1])
	engfunc(EngFunc_WriteCoord,fOrigin[2])
	write_coord(random_num(-360, 360));
	write_coord(random_num(-360, 360));
	write_coord(-10);
	write_byte(0x46)
	write_byte(random_num(15, 35));
	message_end() 
}
 
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Помог
4 раз(а)
NEXT1M, кстати,настроить можно и так. создаешь кфг в корневой папке сервера (cstrike) gib.cfg (можно любое название) и там пишешь это
Код:
a - Headshot blood кровь при хедшоте
b - Extra blood effects дополнительные эффекты крови
c - Bleeding on low health игрок истекает при низком хп
d - Gib explosion (Explosives and damage over "amx_gore_exphp") игрок взрывается в куски мяса при N нанесении урона (настраивается кваром amx_gore_exphp)
e - Extra Gory Mode очень очень прям ОЧЕНЬ много кровяки
f - Extra Headshot Gore Only (same as with flag "e") много крови для хедшота
g - Hostage Gore (CS/CZ Only) много крови заложам

amx_gore "abcd"
amx_gore_exphp "300"
ну и напоследок добавляешь в server.cfg exec gib.cfg
 

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