Обратите внимание, если вы хотите заключить сделку с этим пользователем, он заблокирован
- Ошибка
-
L 05/01/2018 - 17:08:17: [FAKEMETA] Invalid entity
L 05/01/2018 - 17:08:17: [AMXX] Displaying debug trace (plugin "frostnades.amxx")
L 05/01/2018 - 17:08:17: [AMXX] Run time error 10: native error (native "pev")
L 05/01/2018 - 17:08:17: [AMXX] [0] frostnades.sma::fw_setmodel (line 352)
L 05/01/2018 - 17:25:25: Start of error session.
- ОС
- Linux
- Билд
-
version: 3.4.0.639-dev
- ReGamedll
-
version: 5.7.0.301-dev
- Список метамодулей
-
[ 1] Reunion RUN - reunion_mm_i386. v0.1.0.9 ini Start Never
[ 2] VoiceTranscoder RUN - VoiceTranscoder. v2017RC3 ini ANY
[ 3] AMX Mod X RUN - amxmodx_mm_i386. v1.8.2 ini Start ANY
[ 4] ReSemiclip RUN - resemiclip_mm_i3 v2.3.9 ini ANY
[ 5] WHBlocker RUN - whblocker_mm_i38 v1.5.695 ini ANY
[ 6] Rechecker RUN - rechecker_mm_i38 v2.5 ini ANY
[ 7] Ultimate Unprec RUN - unprecacher_i386 vBeta 2. ini Chlvl Chlvl
[ 8] MySQL RUN - mysql_amxx_i386. v1.8.2 pl3 ANY
[ 9] SQLite RUN - sqlite_amxx_i386 v1.8.2 pl3 ANY
[10] Fun RUN - fun_amxx_i386.so v1.8.2 pl3 ANY
[11] Engine RUN - engine_amxx_i386 v1.8.2 pl3 ANY
[12] FakeMeta RUN - fakemeta_amxx_i3 v1.8.2 pl3 ANY
[13] CStrike RUN - cstrike_amxx_i38 v1.8.2 pl3 ANY
[14] CSX RUN - csx_amxx_i386.so v1.8.2 pl3 ANY
[15] ReCSDM RUN - csdm_amxx_i386.s v3.6 pl3 ANY
[16] Ham Sandwich RUN - hamsandwich_amxx v1.8.2 pl3 ANY
[17] ReAPI RUN - reapi_amxx_i386. v5.6.0.1 pl3 ANY Never
[18] ReAimDetector RUN - reaimdetector_am v0.2.2 pl3 ANY Never
18 plugins, 18 running
- Список плагинов
-
Currently loaded plugins:
name version author file status
[ 1] FreshBans 1.3.7b kanagava fresh_bans.amxx running
[ 2] fb_forwards 0.1.5 Kanagava & Realu fb_forwards.amx running
[ 3] Admin Loader 3.1 neygomon admin_loader.am running
[ 4] Players MySQL Stats 1.2 neugomon players_mysql_s running
[ 5] Admin Commands 1.8.2 AMXX Dev Team admincmd.amxx running
[ 6] Menus Front-End 1.5 neugomon menufront_enda. running
[ 7] Commands Menu 1.8.2 AMXX Dev Team cmdmenu.amxx running
[ 8] Players Menu 1.7 neugomon players_menu.am running
[ 9] Maps Menu 1.4.1 neugomon mapsmenu.amxx running
[ 10] Plugin Menu 1.8.2 AMXX Dev Team pluginmenu.amxx running
[ 11] Info. Messages 1.8.2 AMXX Dev Team imessage.amxx running
[ 12] TimeLeft 1.8.2 AMXX Dev Team timeleft.amxx running
[ 13] Pause Plugins 1.8.2 AMXX Dev Team pausecfg.amxx running
[ 14] Stats Configuration 1.8.2 AMXX Dev Team statscfg.amxx running
[ 15] ReAimDetector API 0.2.1 ReHLDS Team reaimdetector.a running
[ 16] [182] VIP RBS 18.03.24 SKAJIbnEJIb vip_rbs.amxx running
[ 17] Time Presents 1.0 UmWaR Time_bonus.amxx running
[ 18] GiveMoney 1.3.3.7 paffgame amx_money.amxx running
[ 19] SF TripMine 0.3.4 serfreeman1337 lasermine.amxx running
[ 20] Grab New 2.5 All-CS.Moy.Su grab.amxx running
[ 21] Top Awards 0.11h Safety1st top_awards.amxx running
[ 22] Map Manager 2.5.61 Mistrick mapmanager.amxx running
[ 23] Bonus_admin_vip 1.3 Shuher bonus_vip_admin running
[ 24] Mode 2x2 2.5re s1lent mode.amxx running
[ 25] Advert Messages 1.22 neygomon adverts.amxx running
[ 26] [182] AC Spectator ESP 17.08.09 SKAJIbnEJIb & Ko ac_esp.amxx running
[ 27] Anti Reklama 1.1 MarcaD anti_reklama.am running
[ 28] Ping Control 1.31 neygomon Ping_Control.am running
[ 29] Refill Clip On Hs Kill 0.0.2 Vaqtincha weapon_on_ammo. running
[ 30] Menu System 0.1.2 serfreeman1337 menuSystem.amxx running
[ 31] DemoRecoder 1.1 neygomon amx_demorec.amx running
[ 32] [ReAPI] AdminFreeLook 1.0 ReHLDS Team adminfreelook.a running
[ 33] [ReAPI] Block 'Fire in 0.0.1 sergrib reapi_block_FIT running
[ 34] Team Balance Control 1.3.9 gyxoBka TeamBalanceCont running
[ 35] Invisible Spectator 1.0 ReHLDS Team invisible_spect running
[ 36] Teleport Smoke Grenade 0.1 VEN teleport_smokeg running
[ 37] [182] Chat RBS 17.12.18 SKAJIbnEJIb chat_rbs.amxx running
[ 38] Lite VoteBan 1.4 neygomon lite_voteban.am running
[ 39] Game Names 1.0 Shuher gamename_change running
[ 40] FM ResetScore 0.1 neygomon Resetscore.amxx running
[ 41] Ultimate Chats Control 4.1 neygomon GagMenu.amxx running
[ 42] Jetpack 1.0 KleeneX jetpack.amxx running
[ 43] WPN Minigun 1.65 CLLlAgOB minigun.amxx running
[ 44] Parachute 1.4 [ReAPI Random1, cpCTRL re_parachute.am running
[ 45] BazookaAdvanced 1.3 Major Victory pb_bazooka.amxx running
[ 46] HUD Message 1.5 neygomon hud_message.amx running
[ 47] [ReAPI] Custom Models 1.6.1 neugomon custom_models.a running
[ 48] Custom Shop 4.2 OciXCrom custom_shop.amx running
[ 49] FrostNades 2.14 Avalanche frostnades.amxx debug
[ 50] VIP 0.3 wasntme/Caldeum vip.amxx running
[ 51] VIP Manager 2.0 Javekson vip_manager.amx running
[ 52] Lite Vampire + Fade 1.3 neygomon Vampire.amxx running
[ 53] Battlefield 2: Rank Mo 1.5.5 pRED* bf2rank.amxx running
[ 54] CSHOP: Default Items 4.2 OciXCrom cshop_items.amx running
[ 55] unknown unknown unknown csdm_shop.amxx running
[ 56] unknown unknown unknown test_ak47g.amxx running
[ 57] unknown unknown unknown test_aklg.amxx running
[ 58] unknown unknown unknown test_aklong.amx running
[ 59] unknown unknown unknown test_awpg.amxx running
[ 60] unknown unknown unknown test_hk416.amxx running
[ 61] unknown unknown unknown test_k1ase.amxx running
[ 62] unknown unknown unknown test_m4a1g.amxx running
[ 63] unknown unknown unknown test_m134.amxx running
[ 64] unknown unknown unknown test_mg36xmas.a running
[ 65] unknown unknown unknown test_vsk94.amxx running
[ 66] unknown unknown unknown test_watergun.a running
[ 67] unknown unknown unknown test_xm8.amxx running
[ 68] ReCSDM Main 3.6 ReCSDM Team csdm_main.amxx running
[ 69] ReCSDM Equip 3.6 ReCSDM Team csdm_equip.amxx running
[ 70] ReCSDM Spawns 3.6 ReCSDM Team csdm_spawn_pres running
[ 71] ReCSDM Misc 3.6 ReCSDM Team csdm_misc.amxx running
[ 72] ReCSDM Stripper 3.6 KWo csdm_stripper.a running
[ 73] ReCSDM Protection 3.6 BAILOPAN csdm_protection running
73 plugins, 73 running
- Исходный код
-
#include <amxmodx>
#include <cstrike>
#include <fakemeta>
#include <fun>
#include <hamsandwich>
new const VERSION[] = "2.14";
#define message_begin_fl(%1,%2,%3,%4) engfunc(EngFunc_MessageBegin, %1, %2, %3, %4)
#define write_coord_fl(%1) engfunc(EngFunc_WriteCoord, %1)
#define m_pPlayer 41
#define m_pActiveItem 373
#define m_flFlashedUntil 514
#define m_flFlashHoldTime 517
#define OFFSET_WEAPON_CSWID 43
#define Ham_Player_ResetMaxSpeed Ham_Item_PreFrame
#define MAX_WEAPONS 32
#define AMMO_FLASHBANG 11
#define AMMO_HEGRENADE 12
#define AMMO_SMOKEGRENADE 13
#define DMG_GRENADE (1<<24) // thanks arkshine
#define FFADE_IN 0x0000 // just here so we don't pass 0 into the function
#define BREAK_GLASS 0x01
#define STATUS_HIDE 0
#define STATUS_SHOW 1
#define STATUS_FLASH 2
#define GLOW_AMOUNT 1.0
#define FROST_RADIUS 240.0
#define NT_FLASHBANG (1<<0) // 1; CSW:25
#define NT_HEGRENADE (1<<1) // 2; CSW:4
#define NT_SMOKEGRENADE (1<<2) // 4; CSW:9
new const GRENADE_NAMES[][] = {
"weapon_hegrenade",
"weapon_flashbang",
"weapon_smokegrenade"
};
#define ICON_HASNADE 1
#define ICON_ISCHILLED 2
#define TASK_REMOVE_CHILL 100
#define TASK_REMOVE_FREEZE 200
new const MODEL_FROZEN[] = "models/pi_shrub.mdl";
new const MODEL_GLASSGIBS[] = "models/glassgibs.mdl";
new const SOUND_EXPLODE[] = "x/x_shoot1.wav";
new const SOUND_FROZEN[] = "debris/glass1.wav";
new const SOUND_UNFROZEN[] = "debris/glass3.wav";
new const SOUND_CHILLED[] = "player/pl_duct2.wav";
new const SOUND_PICKUP[] = "items/gunpickup2.wav";
new const SPRITE_TRAIL[] = "sprites/laserbeam.spr";
new const SPRITE_SMOKE[] = "sprites/steam1.spr";
new const SPRITE_EXPLO[] = "sprites/shockwave.spr";
new pcv_enabled, pcv_override, pcv_nadetypes, pcv_teams, pcv_price, pcv_limit, pcv_buyzone, pcv_color, pcv_icon,
pcv_by_radius, pcv_hitself, pcv_los, pcv_maxdamage, pcv_mindamage, pcv_chill_maxchance, pcv_chill_minchance,
pcv_chill_duration, pcv_chill_variance, pcv_chill_speed, pcv_freeze_maxchance, pcv_freeze_minchance,
pcv_freeze_duration, pcv_freeze_variance;
new maxPlayers, gmsgScreenFade, gmsgStatusIcon, gmsgBlinkAcct, gmsgAmmoPickup, gmsgTextMsg,
gmsgWeapPickup, glassGibs, trailSpr, smokeSpr, exploSpr, mp_friendlyfire, czero, bot_quota, czBotHams, fmFwdPPT,
fnFwdPlayerChilled, fnFwdPlayerFrozen, bool:roundRestarting;
new isChilled[33], isFrozen[33], frostKilled[33], novaDisplay[33], Float:glowColor[33][3], Float:oldGravity[33], oldRenderFx[33],
Float:oldRenderColor[33][3], oldRenderMode[33], Float:oldRenderAmt[33], hasFrostNade[33], nadesBought[33];
public plugin_init()
{
register_plugin("FrostNades",VERSION,"Avalanche");
register_cvar("fn_version",VERSION,FCVAR_SERVER);
pcv_enabled = register_cvar("fn_enabled","1");
pcv_override = register_cvar("fn_override","1");
pcv_nadetypes = register_cvar("fn_nadetypes","4"); // NT_SMOKEGRENADE
pcv_teams = register_cvar("fn_teams","3");
pcv_price = register_cvar("fn_price","300");
pcv_icon = register_cvar("fn_icon","1");
pcv_limit = register_cvar("fn_limit","0");
pcv_buyzone = register_cvar("fn_buyzone","1");
pcv_color = register_cvar("fn_color","0 206 209");
pcv_by_radius = register_cvar("fn_by_radius","0.0");
pcv_hitself = register_cvar("fn_hitself","1");
pcv_los = register_cvar("fn_los","1");
pcv_maxdamage = register_cvar("fn_maxdamage","20.0");
pcv_mindamage = register_cvar("fn_mindamage","1.0");
pcv_chill_maxchance = register_cvar("fn_chill_maxchance","100.0");
pcv_chill_minchance = register_cvar("fn_chill_minchance","100.0");
pcv_chill_duration = register_cvar("fn_chill_duration","7.0");
pcv_chill_variance = register_cvar("fn_chill_variance","1.0");
pcv_chill_speed = register_cvar("fn_chill_speed","60.0");
pcv_freeze_maxchance = register_cvar("fn_freeze_maxchance","110.0");
pcv_freeze_minchance = register_cvar("fn_freeze_minchance","40.0");
pcv_freeze_duration = register_cvar("fn_freeze_duration","4.0");
pcv_freeze_variance = register_cvar("fn_freeze_variance","0.5");
mp_friendlyfire = get_cvar_pointer("mp_friendlyfire");
new mod[6];
get_modname(mod,5);
if(equal(mod,"czero"))
{
czero = 1;
bot_quota = get_cvar_pointer("bot_quota");
}
maxPlayers = get_maxplayers();
gmsgScreenFade = get_user_msgid("ScreenFade");
gmsgStatusIcon = get_user_msgid("StatusIcon");
gmsgBlinkAcct = get_user_msgid("BlinkAcct");
gmsgAmmoPickup = get_user_msgid("AmmoPickup");
gmsgWeapPickup = get_user_msgid("WeapPickup");
gmsgTextMsg = get_user_msgid("TextMsg");
register_forward(FM_SetModel,"fw_setmodel",1);
register_message(get_user_msgid("DeathMsg"),"msg_deathmsg");
register_event("ResetHUD", "event_resethud", "b");
register_event("TextMsg", "event_round_restart", "a", "2=#Game_Commencing", "2=#Game_will_restart_in");
register_event("HLTV", "event_new_round", "a", "1=0", "2=0");
RegisterHam(Ham_Spawn,"player","ham_player_spawn",1);
RegisterHam(Ham_Killed,"player","ham_player_killed",1);
RegisterHam(Ham_Player_ResetMaxSpeed,"player","ham_player_resetmaxspeed",1);
RegisterHam(Ham_Think,"grenade","ham_grenade_think",0);
RegisterHam(Ham_Use, "player_weaponstrip", "ham_player_weaponstrip_use", 1);
for(new i=0; i<sizeof GRENADE_NAMES; i++)
{
RegisterHam(Ham_Item_Deploy, GRENADE_NAMES[i], "ham_grenade_deploy", 1);
RegisterHam(Ham_Item_Holster, GRENADE_NAMES[i], "ham_grenade_holster", 1);
RegisterHam(Ham_Item_AddToPlayer, GRENADE_NAMES[i], "ham_grenade_addtoplayer", 1);
RegisterHam(Ham_Item_AddDuplicate, GRENADE_NAMES[i], "ham_grenade_addduplicate", 1);
}
register_clcmd("say /fn","buy_frostnade");
register_clcmd("say_team /fn","buy_frostnade");
register_clcmd("say /frostnade","buy_frostnade");
register_clcmd("say_team /frostnade","buy_frostnade");
fnFwdPlayerChilled = CreateMultiForward("frostnades_player_chilled", ET_STOP, FP_CELL, FP_CELL);
fnFwdPlayerFrozen = CreateMultiForward("frostnades_player_frozen", ET_STOP, FP_CELL, FP_CELL);
}
public plugin_end()
{
DestroyForward(fnFwdPlayerChilled);
DestroyForward(fnFwdPlayerFrozen);
}
public plugin_precache()
{
precache_model(MODEL_FROZEN);
glassGibs = precache_model(MODEL_GLASSGIBS);
precache_sound(SOUND_EXPLODE); // grenade explodes
precache_sound(SOUND_FROZEN); // player is frozen
precache_sound(SOUND_UNFROZEN); // frozen wears off
precache_sound(SOUND_CHILLED); // player is chilled
precache_sound(SOUND_PICKUP); // player buys frostnade
trailSpr = precache_model(SPRITE_TRAIL);
smokeSpr = precache_model(SPRITE_SMOKE);
exploSpr = precache_model(SPRITE_EXPLO);
}
public client_putinserver(id)
{
isChilled[id] = 0;
isFrozen[id] = 0;
frostKilled[id] = 0;
novaDisplay[id] = 0;
hasFrostNade[id] = 0;
if(czero && !czBotHams && is_user_bot(id) && get_pcvar_num(bot_quota) > 0)
set_task(0.1,"czbot_hook_ham",id);
}
public client_disconnect(id)
{
if(isChilled[id]) task_remove_chill(TASK_REMOVE_CHILL+id);
if(isFrozen[id]) task_remove_freeze(TASK_REMOVE_FREEZE+id);
}
// registering a ham hook for "player" won't register it for CZ bots,
// for some reason. so we have to register it by entity.
public czbot_hook_ham(id)
{
if(!czBotHams && is_user_connected(id) && is_user_bot(id) && get_pcvar_num(bot_quota) > 0)
{
RegisterHamFromEntity(Ham_Spawn,id,"ham_player_spawn",1);
RegisterHamFromEntity(Ham_Killed,id,"ham_player_killed",1);
RegisterHamFromEntity(Ham_Player_ResetMaxSpeed,id,"ham_player_resetmaxspeed",1);
czBotHams = 1;
}
}
// intercept server log messages to replace grenade kills with frostgrenade kills
public plugin_log()
{
static arg[512];
if(get_pcvar_num(pcv_enabled) && read_logargc() >= 5)
{
read_logargv(1, arg, 7); // "killed"
if(equal(arg, "killed"))
{
read_logargv(2, arg, 127); // info of player that was killed
// get ID of player that was killed
new dummy[1], killedUserId;
parse_loguser(arg, dummy, 0, killedUserId);
new killedId = find_player("k", killedUserId);
if(killedId && frostKilled[killedId])
{
// override with frostgrenade message
read_logdata(arg, 511);
replace(arg, 511, "with ^"grenade^"", "with ^"frostgrenade^"");
log_message("%s", arg);
return PLUGIN_HANDLED;
}
}
}
return PLUGIN_CONTINUE;
}
/****************************************
* PRIMARY FUNCTIONS AND SUCH
****************************************/
public buy_frostnade(id)
{
if(!get_pcvar_num(pcv_enabled) || get_pcvar_num(pcv_override))
return PLUGIN_CONTINUE;
if(!is_user_alive(id)) return PLUGIN_HANDLED;
if(get_pcvar_num(pcv_buyzone) && !cs_get_user_buyzone(id))
{
// #Cstrike_NotInBuyZone won't work for some reason
client_print(id,print_center,"You are not in a buy zone.");
return PLUGIN_HANDLED;
}
if(!(get_pcvar_num(pcv_teams) & _:cs_get_user_team(id)))
{
// have to do it this way to format
message_begin(MSG_ONE,gmsgTextMsg,_,id);
write_byte(print_center);
write_string("#Alias_Not_Avail");
write_string("Frost Grenade");
message_end();
return PLUGIN_HANDLED;
}
if(hasFrostNade[id])
{
client_print(id,print_center,"#Cstrike_Already_Own_Weapon");
return PLUGIN_HANDLED;
}
new limit = get_pcvar_num(pcv_limit);
if(limit && nadesBought[id] >= limit)
{
client_print(id,print_center,"#Cstrike_TitlesTXT_Cannot_Carry_Anymore");
return PLUGIN_HANDLED;
}
new money = cs_get_user_money(id), price = get_pcvar_num(pcv_price);
// need more vespene gas
if(money < price)
{
client_print(id,print_center,"#Cstrike_TitlesTXT_Not_Enough_Money");
message_begin(MSG_ONE_UNRELIABLE,gmsgBlinkAcct,_,id);
write_byte(2);
message_end();
return PLUGIN_HANDLED;
}
// try to use smokegrenade, then flashbang, then hegrenade
new wpnid = CSW_SMOKEGRENADE, ammoid = AMMO_SMOKEGRENADE, wpnName[20] = "weapon_smokegrenade", type = get_pcvar_num(pcv_nadetypes);
if(!(type & NT_SMOKEGRENADE))
{
if(type & NT_FLASHBANG)
{
wpnid = CSW_FLASHBANG;
ammoid = AMMO_FLASHBANG;
wpnName = "weapon_flashbang";
}
else if(type & NT_HEGRENADE)
{
wpnid = CSW_HEGRENADE;
ammoid = AMMO_HEGRENADE;
wpnName = "weapon_hegrenade";
}
}
hasFrostNade[id] = wpnid;
nadesBought[id]++;
cs_set_user_money(id,money - price);
new ammo = cs_get_user_bpammo(id,wpnid);
// give him one
if(!ammo) give_item(id,wpnName);
else
{
cs_set_user_bpammo(id,wpnid,ammo+1);
// just so the player can see what kind it is on his HUD
message_begin(MSG_ONE,gmsgAmmoPickup,_,id);
write_byte(ammoid);
write_byte(ammo+1);
message_end();
message_begin(MSG_ONE,gmsgWeapPickup,_,id);
write_byte(wpnid);
message_end();
// won't play via cs_set_user_bpammo
engfunc(EngFunc_EmitSound,id,CHAN_ITEM,SOUND_PICKUP,VOL_NORM,ATTN_NORM,0,PITCH_NORM);
// for icon management
grenade_added(id, wpnid);
}
return PLUGIN_HANDLED;
}
// entity is given a model (used to detect for thrown grenades)
public fw_setmodel(ent,model[])
{
if(!get_pcvar_num(pcv_enabled)) return FMRES_IGNORED;
new owner = pev(ent,pev_owner);
if(!is_user_connected(owner)) return FMRES_IGNORED;
// this isn't going to explode
new Float:dmgtime;
pev(ent,pev_dmgtime,dmgtime);
if(dmgtime == 0.0) return FMRES_IGNORED;
new type, csw;
if(model[7] == 'w' && model[8] == '_')
{
switch(model[9])
{
case 'h': { type = NT_HEGRENADE; csw = CSW_HEGRENADE; }
case 'f': { type = NT_FLASHBANG; csw = CSW_FLASHBANG; }
case 's': { type = NT_SMOKEGRENADE; csw = CSW_SMOKEGRENADE; }
}
}
if(!type) return FMRES_IGNORED;
new team = _:cs_get_user_team(owner);
// have a frostnade (override off) ;OR; override enabled, on valid team, using valid frostnade type
if(hasFrostNade[owner] == csw || (get_pcvar_num(pcv_override)
&& (get_pcvar_num(pcv_teams) & team) && (get_pcvar_num(pcv_nadetypes) & type)))
{
// not using override
if(hasFrostNade[owner] == csw)
{
hasFrostNade[owner] = 0;
if(get_pcvar_num(pcv_icon) == ICON_HASNADE)
{
show_icon(owner, STATUS_HIDE);
}
}
set_pev(ent,pev_team,team);
set_pev(ent,pev_bInDuck,1); // flag it as a frostnade
new rgb[3], Float:rgbF[3];
get_rgb_colors(team,rgb);
IVecFVec(rgb, rgbF);
// glowshell
set_pev(ent,pev_rendermode,kRenderNormal);
set_pev(ent,pev_renderfx,kRenderFxGlowShell);
set_pev(ent,pev_rendercolor,rgbF);
set_pev(ent,pev_renderamt,16.0);
set_beamfollow(ent,10,10,rgb,100);
}
return FMRES_IGNORED;
}
// freeze a player in place whilst he's frozen
public fw_playerprethink(id)
{
/*if(isChilled[id])
{
// remember rendering changes
new fx = pev(id,pev_renderfx), Float:color[3], mode = pev(id,pev_rendermode), Float:amount;
pev(id,pev_rendercolor,color);
pev(id,pev_renderamt,amount);
if(fx != kRenderFxGlowShell)
{
oldRenderFx[id] = fx;
set_pev(id,pev_renderfx,kRenderFxGlowShell);
}
if(color[0] != glowColor[id][0] || color[1] != glowColor[id][1] || color[2] != glowColor[id][2])
{
oldRenderColor[id] = color;
set_pev(id,pev_rendercolor,glowColor[id]);
}
if(mode != kRenderNormal)
{
oldRenderMode[id] = mode;
set_pev(id,pev_rendermode,kRenderNormal);
}
if(amount != GLOW_AMOUNT)
{
oldRenderAmt[id] = amount;
set_pev(id,pev_renderamt,GLOW_AMOUNT);
}
}*/
if(isFrozen[id])
{
set_pev(id,pev_velocity,Float:{0.0,0.0,0.0}); // stop motion
new Float:gravity;
pev(id,pev_gravity,gravity);
// remember any gravity changes
if(gravity != 0.000000001 && gravity != 999999999.9)
oldGravity[id] = gravity;
// if are on the ground and about to jump, set the gravity too high to really do so
if((pev(id,pev_button) & IN_JUMP) && !(pev(id,pev_oldbuttons) & IN_JUMP) && (pev(id,pev_flags) & FL_ONGROUND))
set_pev(id,pev_gravity,999999999.9);
// otherwise, set the gravity so low that they don't fall
else set_pev(id,pev_gravity,0.000000001);
}
return FMRES_IGNORED;
}
// override grenade kill message with skull and crossbones
public msg_deathmsg(msg_id,msg_dest,msg_entity)
{
new victim = get_msg_arg_int(2);
if(!is_user_connected(victim) || !frostKilled[victim]) return PLUGIN_CONTINUE;
static weapon[8];
get_msg_arg_string(4,weapon,7);
if(equal(weapon,"grenade")) set_msg_arg_string(4,"frostgrenade");
//frostKilled[victim] = 0;
return PLUGIN_CONTINUE;
}
// catch HUD reset to re-display icon if necessary
public event_resethud(id)
{
if(!is_user_alive(id) || !get_pcvar_num(pcv_enabled)) return;
if(get_pcvar_num(pcv_icon) == ICON_HASNADE)
{
new status = player_has_frostnade(id);
show_icon(id, status);
}
return;
}
// round is restarting (TAG: sv_restartround)
public event_round_restart()
{
// just remember for event_new_round
roundRestarting = true;
}
// start of a new round
public event_new_round()
{
if(roundRestarting)
{
roundRestarting = false;
// clear frost grenades from all players (for override mode)
for(new i=1;i<=maxPlayers;i++)
{
hasFrostNade[i] = 0;
}
}
}
// rezzed
public ham_player_spawn(id)
{
nadesBought[id] = 0;
if(is_user_alive(id))
{
if(isChilled[id]) task_remove_chill(TASK_REMOVE_CHILL+id);
if(isFrozen[id]) task_remove_freeze(TASK_REMOVE_FREEZE+id);
}
return HAM_IGNORED;
}
// killed to death
public ham_player_killed(id)
{
hasFrostNade[id] = 0;
if(get_pcvar_num(pcv_enabled) && get_pcvar_num(pcv_icon) == ICON_HASNADE)
{
show_icon(id, STATUS_HIDE);
}
if(isChilled[id]) task_remove_chill(TASK_REMOVE_CHILL+id);
if(isFrozen[id]) task_remove_freeze(TASK_REMOVE_FREEZE+id);
return HAM_IGNORED;
}
// movement speed is changed
public ham_player_resetmaxspeed(id)
{
if(get_pcvar_num(pcv_enabled))
{
set_user_chillfreeze_speed(id);
}
return HAM_IGNORED;
}
// grenade is ticking away
public ham_grenade_think(ent)
{
// not a frostnade
if(!pev_valid(ent) || !pev(ent,pev_bInDuck)) return HAM_IGNORED;
new Float:dmgtime;
pev(ent,pev_dmgtime,dmgtime);
if(dmgtime > get_gametime()) return HAM_IGNORED;
// and boom goes the dynamite
frostnade_explode(ent);
return HAM_SUPERCEDE;
}
// a player_weaponstrip is used
public ham_player_weaponstrip_use(ent, idcaller, idactivator, use_type, Float:value)
{
if(idcaller >= 1 && idcaller <= maxPlayers)
{
// clear frostnade when using override
hasFrostNade[idcaller] = 0;
if(is_user_alive(idcaller) && get_pcvar_num(pcv_enabled) && get_pcvar_num(pcv_icon) == ICON_HASNADE)
{
new status = player_has_frostnade(idcaller);
show_icon(idcaller, status);
}
}
return HAM_IGNORED;
}
// some kind of grenade is deployed
public ham_grenade_deploy(ent)
{
if(pev_valid(ent))
{
grenade_deployed(get_pdata_cbase(ent, m_pPlayer, 4),
get_pdata_int(ent, OFFSET_WEAPON_CSWID, 4));
}
return HAM_IGNORED;
}
// some kind of grenade is holstered
public ham_grenade_holster(ent)
{
if(pev_valid(ent))
{
grenade_holstered(get_pdata_cbase(ent, m_pPlayer, 4),
get_pdata_int(ent, OFFSET_WEAPON_CSWID, 4));
}
return HAM_IGNORED;
}
// some kind of grenade is added to a player's inventory
public ham_grenade_addtoplayer(ent, id)
{
if(pev_valid(ent))
{
grenade_added(id, get_pdata_int(ent, OFFSET_WEAPON_CSWID, 4));
}
return HAM_IGNORED;
}
// some kind of grenade is added to a player's inventory, when he already has one
public ham_grenade_addduplicate(ent, orig)
{
if(pev_valid(orig))
{
grenade_added(pev(orig, pev_owner), get_pdata_int(orig, OFFSET_WEAPON_CSWID, 4));
}
return HAM_IGNORED;
}
// handle when player id deploys a grenade with weapon id wid
grenade_deployed(id, wid)
{
// if we should worry about managing my icon now
if(get_pcvar_num(pcv_enabled) && is_user_alive(id) && get_pcvar_num(pcv_icon) == ICON_HASNADE)
{
// if I just switched to a frost grenade
if( wid == hasFrostNade[id]
|| (get_pcvar_num(pcv_override) && (get_pcvar_num(pcv_teams) & _:cs_get_user_team(id)) && is_wid_in_nadetypes(wid)) )
{
show_icon(id, STATUS_FLASH);
}
}
}
// handle when player id holsters a grenade with weapon id wid
grenade_holstered(id, wid)
{
// if we should worry about managing my icon now
if(get_pcvar_num(pcv_enabled) && is_user_alive(id) && get_pcvar_num(pcv_icon) == ICON_HASNADE)
{
// if I just holstered a frost grenade
if( wid == hasFrostNade[id]
|| (get_pcvar_num(pcv_override) && (get_pcvar_num(pcv_teams) & _:cs_get_user_team(id)) && is_wid_in_nadetypes(wid)) )
{
// only do STATUS_SHOW or STATUS_HIDE... during holster, current weapon
// will still technically be the frost grenade, but we don't want to
// mistakenly flash the icon
new status = (player_has_frostnade(id) != STATUS_HIDE ? STATUS_SHOW : STATUS_HIDE);
show_icon(id, status);
}
}
}
// handle when player id gets a grenade with weapon id wid added to his inventory
grenade_added(id, wid)
{
// if we should worry about managing my icon now
if(get_pcvar_num(pcv_enabled) && is_user_alive(id) && get_pcvar_num(pcv_icon) == ICON_HASNADE)
{
// if I just got a frost grenade
if( wid == hasFrostNade[id]
|| (get_pcvar_num(pcv_override) && (get_pcvar_num(pcv_teams) & _:cs_get_user_team(id)) && is_wid_in_nadetypes(wid)) )
{
new status = player_has_frostnade(id);
show_icon(id, status);
}
}
}
// a frost grenade explodes
public frostnade_explode(ent)
{
new nadeTeam = pev(ent,pev_team), owner = pev(ent,pev_owner), Float:nadeOrigin[3];
pev(ent,pev_origin,nadeOrigin);
// make the smoke
message_begin_fl(MSG_PVS,SVC_TEMPENTITY,nadeOrigin,0);
write_byte(TE_SMOKE);
write_coord_fl(nadeOrigin[0]); // x
write_coord_fl(nadeOrigin[1]); // y
write_coord_fl(nadeOrigin[2]); // z
write_short(smokeSpr); // sprite
write_byte(random_num(30,40)); // scale
write_byte(5); // framerate
message_end();
// explosion
create_blast(nadeTeam,nadeOrigin);
emit_sound(ent,CHAN_ITEM,SOUND_EXPLODE,VOL_NORM,ATTN_NORM,0,PITCH_HIGH);
// cache our cvars
new ff = get_pcvar_num(mp_friendlyfire), Float:by_radius = get_pcvar_float(pcv_by_radius),
hitself = get_pcvar_num(pcv_hitself), los = get_pcvar_num(pcv_los), Float:maxdamage = get_pcvar_float(pcv_maxdamage),
Float:mindamage = get_pcvar_float(pcv_mindamage), Float:chill_maxchance = get_pcvar_float(pcv_chill_maxchance),
Float:chill_minchance = get_pcvar_float(pcv_chill_minchance), Float:freeze_maxchance, Float:freeze_minchance;
if(!by_radius)
{
freeze_maxchance = get_pcvar_float(pcv_freeze_maxchance);
freeze_minchance = get_pcvar_float(pcv_freeze_minchance);
}
new ta, Float:targetOrigin[3], Float:distance, tr = create_tr2(), Float:fraction, Float:damage, gotFrozen = 0;
for(new target=1;target<=maxPlayers;target++)
{
// dead, invincible, or self attack that is not allowed
if(!is_user_alive(target) || pev(target,pev_takedamage) == DAMAGE_NO
|| (pev(target,pev_flags) & FL_GODMODE) ||(target == owner && !hitself))
continue;
// this is a team attack with ff disabled, excluding self attack
ta = (_:cs_get_user_team(target) == nadeTeam);
if(ta && !ff && target != owner) continue;
pev(target,pev_origin,targetOrigin);
distance = vector_distance(nadeOrigin,targetOrigin);
// too far
if(distance > FROST_RADIUS) continue;
// check line of sight
if(los)
{
nadeOrigin[2] += 2.0;
engfunc(EngFunc_TraceLine,nadeOrigin,targetOrigin,DONT_IGNORE_MONSTERS,ent,tr);
nadeOrigin[2] -= 2.0;
get_tr2(tr,TR_flFraction,fraction);
if(fraction != 1.0 && get_tr2(tr,TR_pHit) != target) continue;
}
// damaged
if(maxdamage > 0.0)
{
damage = radius_calc(distance,FROST_RADIUS,maxdamage,mindamage);
if(ta) damage /= 2.0; // half damage for friendlyfire
if(damage > 0.0)
{
frostKilled[target] = 1;
ExecuteHamB(Ham_TakeDamage,target,ent,owner,damage,DMG_GRENADE);
if(!is_user_alive(target)) continue; // dead now
frostKilled[target] = 0;
}
}
// frozen
if((by_radius && radius_calc(distance,FROST_RADIUS,100.0,0.0) >= by_radius)
|| (!by_radius && random_num(1,100) <= floatround(radius_calc(distance,FROST_RADIUS,freeze_maxchance,freeze_minchance))))
{
if(freeze_player(target,owner,nadeTeam))
{
gotFrozen = 1;
emit_sound(target,CHAN_ITEM,SOUND_FROZEN,1.0,ATTN_NONE,0,PITCH_LOW);
}
}
// chilled
if(by_radius || random_num(1,100) <= floatround(radius_calc(distance,FROST_RADIUS,chill_maxchance,chill_minchance)))
{
if(chill_player(target,owner,nadeTeam))
{
if(!gotFrozen) emit_sound(target,CHAN_ITEM,SOUND_CHILLED,VOL_NORM,ATTN_NORM,0,PITCH_HIGH);
}
}
}
free_tr2(tr);
set_pev(ent,pev_flags,pev(ent,pev_flags)|FL_KILLME);
}
freeze_player(id,attacker,nadeTeam)
{
new fwdRetVal = PLUGIN_CONTINUE;
ExecuteForward(fnFwdPlayerFrozen, fwdRetVal, id, attacker);
if(fwdRetVal == PLUGIN_HANDLED || fwdRetVal == PLUGIN_HANDLED_MAIN)
{
return 0;
}
if(!isFrozen[id])
{
pev(id,pev_gravity,oldGravity[id]);
// register our forward only when we need it
if(!fmFwdPPT)
{
fmFwdPPT = register_forward(FM_PlayerPreThink,"fw_playerprethink",0);
}
}
isFrozen[id] = nadeTeam;
set_pev(id,pev_velocity,Float:{0.0,0.0,0.0});
set_user_chillfreeze_speed(id);
new Float:duration = get_pcvar_float(pcv_freeze_duration), Float:variance = get_pcvar_float(pcv_freeze_variance);
duration += random_float(-variance,variance);
remove_task(TASK_REMOVE_FREEZE+id);
set_task(duration,"task_remove_freeze",TASK_REMOVE_FREEZE+id);
if(!pev_valid(novaDisplay[id])) create_nova(id);
if(get_pcvar_num(pcv_icon) == ICON_ISCHILLED)
{
show_icon(id, STATUS_FLASH);
}
return 1;
}
public task_remove_freeze(taskid)
{
new id = taskid-TASK_REMOVE_FREEZE;
if(pev_valid(novaDisplay[id]))
{
new Float:origin[3];
pev(novaDisplay[id],pev_origin,origin);
// add some tracers
message_begin_fl(MSG_PVS,SVC_TEMPENTITY,origin,0);
write_byte(TE_IMPLOSION);
write_coord_fl(origin[0]); // x
write_coord_fl(origin[1]); // y
write_coord_fl(origin[2] + 8.0); // z
write_byte(64); // radius
write_byte(10); // count
write_byte(3); // duration
message_end();
// add some sparks
message_begin_fl(MSG_PVS,SVC_TEMPENTITY,origin,0);
write_byte(TE_SPARKS);
write_coord_fl(origin[0]); // x
write_coord_fl(origin[1]); // y
write_coord_fl(origin[2]); // z
message_end();
// add the shatter
message_begin_fl(MSG_PAS,SVC_TEMPENTITY,origin,0);
write_byte(TE_BREAKMODEL);
write_coord_fl(origin[0]); // x
write_coord_fl(origin[1]); // y
write_coord_fl(origin[2] + 24.0); // z
write_coord_fl(16.0); // size x
write_coord_fl(16.0); // size y
write_coord_fl(16.0); // size z
write_coord(random_num(-50,50)); // velocity x
write_coord(random_num(-50,50)); // velocity y
write_coord_fl(25.0); // velocity z
write_byte(10); // random velocity
write_short(glassGibs); // model
write_byte(10); // count
write_byte(25); // life
write_byte(BREAK_GLASS); // flags
message_end();
emit_sound(novaDisplay[id],CHAN_ITEM,SOUND_UNFROZEN,VOL_NORM,ATTN_NORM,0,PITCH_LOW);
set_pev(novaDisplay[id],pev_flags,pev(novaDisplay[id],pev_flags)|FL_KILLME);
}
isFrozen[id] = 0;
novaDisplay[id] = 0;
// unregister forward if we are no longer using it
unregister_prethink();
if(!is_user_connected(id)) return;
// restore speed, but then check for chilled
ExecuteHam(Ham_Player_ResetMaxSpeed, id);
set_user_chillfreeze_speed(id);
set_pev(id,pev_gravity,oldGravity[id]);
new status = STATUS_HIDE;
// sometimes trail fades during freeze, reapply
if(isChilled[id])
{
status = STATUS_SHOW;
new rgb[3];
get_rgb_colors(isChilled[id],rgb);
set_beamfollow(id,30,8,rgb,100);
}
if(get_pcvar_num(pcv_icon) == ICON_ISCHILLED)
{
show_icon(id, status);
}
}
chill_player(id,attacker,nadeTeam)
{
new fwdRetVal = PLUGIN_CONTINUE;
ExecuteForward(fnFwdPlayerChilled, fwdRetVal, id, attacker);
if(fwdRetVal == PLUGIN_HANDLED || fwdRetVal == PLUGIN_HANDLED_MAIN)
{
return 0;
}
// we aren't already been chilled
if(!isChilled[id])
{
oldRenderFx[id] = pev(id,pev_renderfx);
pev(id,pev_rendercolor,oldRenderColor[id]);
oldRenderMode[id] = pev(id,pev_rendermode);
pev(id,pev_renderamt,oldRenderAmt[id]);
isChilled[id] = nadeTeam; // fix -- thanks Exolent
// register our forward only when we need it
//if(!fmFwdPPT) fmFwdPPT = register_forward(FM_PlayerPreThink,"fw_playerprethink",0);
}
isChilled[id] = nadeTeam;
set_user_chillfreeze_speed(id);
new Float:duration = get_pcvar_float(pcv_chill_duration), Float:variance = get_pcvar_float(pcv_chill_variance);
duration += random_float(-variance,variance);
remove_task(TASK_REMOVE_CHILL+id);
set_task(duration,"task_remove_chill",TASK_REMOVE_CHILL+id);
new rgb[3];
get_rgb_colors(nadeTeam,rgb);
IVecFVec(rgb, glowColor[id]);
// glowshell
set_user_rendering(id, kRenderFxGlowShell, rgb[0], rgb[1], rgb[2], kRenderNormal, floatround(GLOW_AMOUNT));
set_beamfollow(id,30,8,rgb,100);
// I decided to let the frostnade tint override a flashbang,
// because if you are frozen, then you have much bigger problems.
// add a blue tint to their screen
message_begin(MSG_ONE,gmsgScreenFade,_,id);
write_short(floatround(4096.0 * duration)); // duration
write_short(floatround(3072.0 * duration)); // hold time (4096.0 * 0.75)
write_short(FFADE_IN); // flags
write_byte(rgb[0]); // red
write_byte(rgb[1]); // green
write_byte(rgb[2]); // blue
write_byte(100); // alpha
message_end();
if(get_pcvar_num(pcv_icon) == ICON_ISCHILLED && !isFrozen[id])
{
show_icon(id, STATUS_SHOW);
}
return 1;
}
public task_remove_chill(taskid)
{
new id = taskid-TASK_REMOVE_CHILL;
isChilled[id] = 0;
// unregister forward if we are no longer using it
//unregister_prethink();
if(!is_user_connected(id)) return;
// set speed to normal, then check for frozen
ExecuteHam(Ham_Player_ResetMaxSpeed, id);
set_user_chillfreeze_speed(id);
// reset rendering
set_user_rendering(id, oldRenderFx[id], floatround(oldRenderColor[id][0]), floatround(oldRenderColor[id][1]),
floatround(oldRenderColor[id][2]), oldRenderMode[id], floatround(oldRenderAmt[id]));
clear_beamfollow(id);
// calculate end of flashbang
new Float:flashedUntil = get_pdata_float(id,m_flFlashedUntil),
Float:flashHoldTime = get_pdata_float(id,m_flFlashHoldTime),
Float:endOfFlash = flashedUntil + (flashHoldTime * 0.67);
// not blinded
if(get_gametime() >= endOfFlash)
{
// clear tint
message_begin(MSG_ONE,gmsgScreenFade,_,id);
write_short(0); // duration
write_short(0); // hold time
write_short(FFADE_IN); // flags
write_byte(0); // red
write_byte(0); // green
write_byte(0); // blue
write_byte(255); // alpha
message_end();
}
if(get_pcvar_num(pcv_icon) == ICON_ISCHILLED && !isFrozen[id])
{
show_icon(id, STATUS_HIDE);
}
}
// make a frost nova at a player's feet
create_nova(id)
{
new nova = engfunc(EngFunc_CreateNamedEntity,engfunc(EngFunc_AllocString,"info_target"));
engfunc(EngFunc_SetSize,nova,Float:{-8.0,-8.0,-4.0},Float:{8.0,8.0,4.0});
engfunc(EngFunc_SetModel,nova,MODEL_FROZEN);
// random orientation
new Float:angles[3];
angles[1] = random_float(0.0,360.0);
set_pev(nova,pev_angles,angles);
// put it at their feet
new Float:novaOrigin[3];
pev(id,pev_origin,novaOrigin);
engfunc(EngFunc_SetOrigin,nova,novaOrigin);
// make it translucent
new rgb[3];
get_rgb_colors(isFrozen[id], rgb);
IVecFVec(rgb, angles); // let's just use angles
set_pev(nova,pev_rendercolor,angles); // see above
set_pev(nova,pev_rendermode,kRenderTransAlpha);
set_pev(nova,pev_renderfx,kRenderFxGlowShell);
set_pev(nova,pev_renderamt,128.0);
novaDisplay[id] = nova;
}
/****************************************
* UTILITY FUNCTIONS
****************************************/
// check if prethink is still being used, if not, unhook it
unregister_prethink()
{
if(fmFwdPPT)
{
new i;
for(i=1;i<=maxPlayers;i++) if(/*isChilled[i] ||*/ isFrozen[i]) break;
if(i > maxPlayers)
{
unregister_forward(FM_PlayerPreThink,fmFwdPPT,0);
fmFwdPPT = 0;
}
}
}
// make the explosion effects
create_blast(team,Float:origin[3])
{
new rgb[3];
get_rgb_colors(team,rgb);
// smallest ring
message_begin_fl(MSG_PVS,SVC_TEMPENTITY,origin,0);
write_byte(TE_BEAMCYLINDER);
write_coord_fl(origin[0]); // x
write_coord_fl(origin[1]); // y
write_coord_fl(origin[2]); // z
write_coord_fl(origin[0]); // x axis
write_coord_fl(origin[1]); // y axis
write_coord_fl(origin[2] + 385.0); // z axis
write_short(exploSpr); // sprite
write_byte(0); // start frame
write_byte(0); // framerate
write_byte(4); // life
write_byte(60); // width
write_byte(0); // noise
write_byte(rgb[0]); // red
write_byte(rgb[1]); // green
write_byte(rgb[2]); // blue
write_byte(100); // brightness
write_byte(0); // speed
message_end();
// medium ring
message_begin_fl(MSG_PVS,SVC_TEMPENTITY,origin,0);
write_byte(TE_BEAMCYLINDER);
write_coord_fl(origin[0]); // x
write_coord_fl(origin[1]); // y
write_coord_fl(origin[2]); // z
write_coord_fl(origin[0]); // x axis
write_coord_fl(origin[1]); // y axis
write_coord_fl(origin[2] + 470.0); // z axis
write_short(exploSpr); // sprite
write_byte(0); // start frame
write_byte(0); // framerate
write_byte(4); // life
write_byte(60); // width
write_byte(0); // noise
write_byte(rgb[0]); // red
write_byte(rgb[1]); // green
write_byte(rgb[2]); // blue
write_byte(100); // brightness
write_byte(0); // speed
message_end();
// largest ring
message_begin_fl(MSG_PVS,SVC_TEMPENTITY,origin,0);
write_byte(TE_BEAMCYLINDER);
write_coord_fl(origin[0]); // x
write_coord_fl(origin[1]); // y
write_coord_fl(origin[2]); // z
write_coord_fl(origin[0]); // x axis
write_coord_fl(origin[1]); // y axis
write_coord_fl(origin[2] + 555.0); // z axis
write_short(exploSpr); // sprite
write_byte(0); // start frame
write_byte(0); // framerate
write_byte(4); // life
write_byte(60); // width
write_byte(0); // noise
write_byte(rgb[0]); // red
write_byte(rgb[1]); // green
write_byte(rgb[2]); // blue
write_byte(100); // brightness
write_byte(0); // speed
message_end();
// light effect
message_begin_fl(MSG_PAS,SVC_TEMPENTITY,origin,0);
write_byte(TE_DLIGHT);
write_coord_fl(origin[0]); // x
write_coord_fl(origin[1]); // y
write_coord_fl(origin[2]); // z
write_byte(floatround(FROST_RADIUS/5.0)); // radius
write_byte(rgb[0]); // r
write_byte(rgb[1]); // g
write_byte(rgb[2]); // b
write_byte(8); // life
write_byte(60); // decay rate
message_end();
}
// give an entity a beam trail
set_beamfollow(ent,life,width,rgb[3],brightness)
{
clear_beamfollow(ent);
message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
write_byte(TE_BEAMFOLLOW);
write_short(ent); // entity
write_short(trailSpr); // sprite
write_byte(life); // life
write_byte(width); // width
write_byte(rgb[0]); // red
write_byte(rgb[1]); // green
write_byte(rgb[2]); // blue
write_byte(brightness); // brightness
message_end();
}
// removes beam trails from an entity
clear_beamfollow(ent)
{
message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
write_byte(TE_KILLBEAM);
write_short(ent); // entity
message_end();
}
// gets the appropriate color and displays the frostnade icon to the player with the given status
show_icon(id, status)
{
static rgb[3];
if(status) get_rgb_colors(_:cs_get_user_team(id), rgb); // only get colors if we need to
message_begin(MSG_ONE,gmsgStatusIcon,_,id);
write_byte(status); // status (0=hide, 1=show, 2=flash)
write_string("dmg_cold"); // sprite name
write_byte(rgb[0]); // red
write_byte(rgb[1]); // green
write_byte(rgb[2]); // blue
message_end();
}
// checks if a weapon id is included in fn_nadetypes
is_wid_in_nadetypes(wid)
{
new types = get_pcvar_num(pcv_nadetypes);
return ( (wid == CSW_HEGRENADE && (types & NT_HEGRENADE))
|| (wid == CSW_FLASHBANG && (types & NT_FLASHBANG))
|| (wid == CSW_SMOKEGRENADE && (types & NT_SMOKEGRENADE)) );
}
// checks if a player has a frostnade, taking into account fn_override and such.
// returns: STATUS_HIDE = no frostnade, STATUS_SHOW = has frostnade but not deployed, STATUS_FLASH = has frostnade and deployed
player_has_frostnade(id)
{
new retVal = STATUS_HIDE, curwpn = get_user_weapon(id);
// no override, variable explicitly set
if(hasFrostNade[id])
{
retVal = (curwpn == hasFrostNade[id] ? STATUS_FLASH : STATUS_SHOW);
}
// override enabled, and I'm on the right team
else if(get_pcvar_num(pcv_override) && (get_pcvar_num(pcv_teams) & _:cs_get_user_team(id)))
{
new types = get_pcvar_num(pcv_nadetypes);
if((types & NT_HEGRENADE) && cs_get_user_bpammo(id, CSW_HEGRENADE) > 0)
{
retVal = (curwpn == CSW_HEGRENADE ? STATUS_FLASH : STATUS_SHOW);
}
if(retVal != STATUS_FLASH && (types & NT_FLASHBANG) && cs_get_user_bpammo(id, CSW_FLASHBANG) > 0)
{
retVal = (curwpn == CSW_FLASHBANG ? STATUS_FLASH : STATUS_SHOW);
}
if(retVal != STATUS_FLASH && (types & NT_SMOKEGRENADE) && cs_get_user_bpammo(id, NT_SMOKEGRENADE) > 0)
{
retVal = (curwpn == NT_SMOKEGRENADE ? STATUS_FLASH : STATUS_SHOW);
}
}
return retVal;
}
// gets RGB colors from the cvar
get_rgb_colors(team,rgb[3])
{
static color[12], parts[3][4];
get_pcvar_string(pcv_color,color,11);
// if cvar is set to "team", use colors based on the given team
if(equali(color,"team",4))
{
if(team == 1)
{
rgb[0] = 150;
rgb[1] = 0;
rgb[2] = 0;
}
else
{
rgb[0] = 0;
rgb[1] = 0;
rgb[2] = 150;
}
}
else
{
parse(color,parts[0],3,parts[1],3,parts[2],3);
rgb[0] = str_to_num(parts[0]);
rgb[1] = str_to_num(parts[1]);
rgb[2] = str_to_num(parts[2]);
}
}
// scale a value equally (inversely?) with the distance that something
// is from the center of another thing. that makes pretty much no sense,
// so basically, the closer we are to the center of a ring, the higher
// our value gets.
//
// EXAMPLE: distance = 60.0, radius = 240.0, maxVal = 100.0, minVal = 20.0
// we are 0.75 (1.0-(60.0/240.0)) of the way to the radius, so scaled with our
// values, it comes out to 80.0 (20.0 + (0.75 * (100.0 - 20.0)))
Float:radius_calc(Float:distance,Float:radius,Float:maxVal,Float:minVal)
{
if(maxVal <= 0.0) return 0.0;
if(minVal >= maxVal) return minVal;
return minVal + ((1.0 - (distance / radius)) * (maxVal - minVal));
}
// sets a user's chilled/frozen speed if applicable
// (NOTE: does NOT reset his maxspeed if he is not chilled/frozen)
set_user_chillfreeze_speed(id)
{
if(isFrozen[id])
{
set_user_maxspeed(id, 1.0);
}
else if(isChilled[id])
{
set_user_maxspeed(id, get_default_maxspeed(id)*(get_pcvar_float(pcv_chill_speed)/100.0));
}
}
// gets the maxspeed a user should have, given his current weapon
stock Float:get_default_maxspeed(id)
{
new wEnt = get_pdata_cbase(id, m_pActiveItem), Float:result = 250.0;
if(pev_valid(wEnt))
{
ExecuteHam(Ham_CS_Item_GetMaxSpeed, wEnt, result);
}
return result;
}
Привет всем, ребят помогите исправить ошибку нативов , проверку на валидность сделать или как , не знаю вообще)
Или посоветуйте другой плагин , но в интернете плавает только такой, буду благодарен.
Или посоветуйте другой плагин , но в интернете плавает только такой, буду благодарен.
В этой теме было размещено решение! Перейти к решению.
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