reapi_healthnade

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Код:
/*
    Форк лечебной гранаты на основе Healthnade 0.0.2 от F@nt0M: https://dev-cs.ru/resources/992/

    GitHub: https://github.com/Giferns/HealthNade

    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!)

    0.0.4f:
        * Добавлена опция MIN_ROUND (минимальный раунд для автовыдачи по флагу)
    0.0.5f:
        * Добавлен натив HealthNade_GiveNade()
    0.0.6f:
        * Перенос параметров хилки в переменные сущности: https://github.com/Giferns/HealthNade/pull/1
    0.0.7f:
        * Добавлены квары и словарь
    0.0.8f:
        * Фикс учёта mp_nadedrops (теперь учитывает значение на лету)
        * Добавлен недостающий учёт квара HealthNade_Give
        * Значение квара HealthNade_Give по-умолчанию теперь 1 (было 0)
        * Исправлена логика создания кастомного веапонбокса
    0.0.9f:
        * Добавлен квар HealthNade_SlotId
    0.0.10f:
        * Добавлен квар HealthNade_EquipDelay
    0.0.11f
        * Добавлен квар HealthNade_ReplaceSmokegren
    0.0.12f
        * Добавлен квар HealthNade_Drink_AccessFlags
*/

new const PLUGIN_VERSION[] = "0.0.12f";

#pragma semicolon 1

enum _:ACCESS_STRUCT {
    ACCESS_FLAG[8],
    Float:DRINK_VALUE,
    Float:THROW_VALUE,
    V_MODEL[64],
    P_MODEL[64],
    W_MODEL[64]
};

// Формировать в порядке убывания мощности лечения, сверху вниз
// Аргументы по порядку слева направо:
// 1) Флаг доступа
// 2) Лечение при выпивании
// 3) Лечение при броске
// 4) Модель от 1-го лица
// 5) Модель от 3-го лица
// 6) Модель в мире (брошенная граната)
new const ACCESS_ARRAY[][ACCESS_STRUCT] = {
    { "s", 100.0, 85.0, "models/healthnade_gold/v_healthnade_gold.mdl", "models/healthnade_gold/p_healthnade_gold.mdl", "models/healthnade_gold/w_healthnade_gold.mdl" },
    { "m", 60.0, 50.0, "models/healthnade_pures/v_healthnade_pures.mdl", "models/healthnade_pures/p_healthnade_pures.mdl", "models/healthnade_pures/w_healthnade_pures.mdl" },
    { "p", 40.0, 30.0, "models/healthnade_blues/v_healthnade_blues.mdl", "models/healthnade_blues/p_healthnade_blues.mdl", "models/healthnade_blues/w_healthnade_blues.mdl" }
};

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

#define var_access_level var_iuser1

enum E_NadeDropType {
    NadeDrop_Off = 0,
    NadeDrop_On = 1,
    NadeDrop_ByCvar = 2,
}

enum E_Cvars {
    Float:Cvar_ExplodeRadius,
    Float:Cvar_ThrowHealingAmount,
    Float:Cvar_DrinkHealingAmount,
    bool:Cvar_Give,
    Cvar_Give_AccessFlags[16],
    Cvar_Drink_AccessFlags[16],
    Cvar_Give_MinRound,
    Float:Cvar_EquipDelay,
    bool:Cvar_ReplaceSmokegren,
    bool:Cvar_Msg_FullHp,
    bool:Cvar_Msg_UsageHint,
    E_NadeDropType:Cvar_NadeDrop,
    InventorySlotType:Cvar_SlotId,
}
new gCvars[E_Cvars];
#define Cvar(%1) gCvars[Cvar_%1]

new const DICTIONARY_FILENAME[] = "HealthNade.ini";

#define LangS(%1) fmt("%l", %1)

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;
const InventorySlotType:ITEM_SLOT = GRENADE_SLOT;

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 const SOUND_EXPLODE[] = "weapons/reapi_healthnade/heal.wav";
// TODO: Вынести остальные пути в константы

#define rg_get_current_round() (get_member_game(m_iTotalRoundsPlayed) + 1)

// copy_entvar(const iEntFrom, const iEntTo, const EntVar:iVar)
#define copy_entvar(%1,%2,%3) set_entvar(%2, %3, get_entvar(%1, %3))

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

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

    InitCvars();

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

    for(new i; i < sizeof(ACCESS_ARRAY); i++) {
        precache_model(ACCESS_ARRAY[i][V_MODEL]);
        precache_model(ACCESS_ARRAY[i][P_MODEL]);
        precache_model(ACCESS_ARRAY[i][W_MODEL]);
    }

    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_CBasePlayer_Killed, "CBasePlayer_Killed_Pre", false);

    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);
   
    RegisterHookChain(RG_CBasePlayer_AddPlayerItem, "CBasePlayer_AddPlayerItem_Pre");
    RegisterHookChain(RG_CBasePlayer_HasRestrictItem, "CBasePlayer_HasRestrictItem_Pre");

    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, Cvar(SlotId), 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, _:Cvar(SlotId) - 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) {
    remove_task(id);

    if (!Cvar(Give) || !UserHasFlagsS(id, Cvar(Give_AccessFlags))) {
        return;
    }

    if(rg_get_current_round() < Cvar(Give_MinRound)) {
        return;
    }

    if(!Cvar(EquipDelay)) {
        giveNade(id);
        return;
    }

    set_task(Cvar(EquipDelay), "task_DelayedEquip", id);
}

public task_DelayedEquip(const id) {
    if(is_user_alive(id)) {
        giveNade(id);
    }
}

public CBasePlayer_Killed_Pre(const id) {
    if (Cvar(NadeDrop) == NadeDrop_Off) {
        return;
    }

    if (Cvar(NadeDrop) == NadeDrop_ByCvar) {
        switch (g_iCvarNadeDrops) {
            case 0:
                return;
            case 1: {
                new iItem = get_member(id, m_rgpPlayerItems, ITEM_SLOT);

                if (is_nullent(iItem) || !FClassnameIs(iItem, ITEM_CLASSNAME)) {
                    return;
                }
            }
        }
    }

    if (!get_member(id, m_rgAmmo, AMMO_ID)) {
        return;
    }

    new eEnt, Float:fOrigin[3];

    get_entvar(id, var_origin, fOrigin);

    new Float:fVelocity[3];
    get_entvar(id, var_velocity, fVelocity);
    xs_vec_mul_scalar(fVelocity, 0.75, fVelocity);

    eEnt = rg_create_entity("info_target");

    if(is_nullent(eEnt)) {
        return;
    }

    set_entvar(eEnt, var_classname, "healthnade_drop");

    new iLevel = FindItemAndGetAccess(id);

    engfunc(EngFunc_SetOrigin, eEnt, fOrigin);
    set_entvar(eEnt, var_movetype, MOVETYPE_TOSS);
    set_entvar(eEnt, var_solid, SOLID_TRIGGER);
    engfunc(EngFunc_SetModel, eEnt, ACCESS_ARRAY[iLevel][W_MODEL]);
    set_entvar(eEnt, var_access_level, iLevel);
    engfunc(EngFunc_SetSize, eEnt, Float:{-6.0, -6.0, -1.0}, Float:{6.0, 6.0, 1.0});

    set_entvar(eEnt, var_velocity, fVelocity);
    SetThink(eEnt, "think_healthnade_drop");
    set_entvar(eEnt, var_nextthink, get_gametime() + get_cvar_float("mp_item_staytime"));

    SetTouch(eEnt, "touch_healthnade_drop");
}

FindItemAndGetAccess(id) {
    new iItem = get_member(id, m_rgpPlayerItems, ITEM_SLOT);

    while(!is_nullent(iItem)) {
        if(FClassnameIs(iItem, ITEM_CLASSNAME)) {
            return get_entvar(iItem, var_access_level);
        }

        iItem = get_member(iItem, m_pNext);
    }

    return sizeof(ACCESS_ARRAY) - 1;
}

public think_healthnade_drop(const eEnt) {
    if(is_entity(eEnt)) {
        set_entvar(eEnt, var_flags, FL_KILLME);
    }
}

public touch_healthnade_drop(const eEnt, const id) {
    if (
        is_nullent(eEnt)
        || !is_user_connected(id)
        || get_member(id, m_rgAmmo, AMMO_ID)
    ) {
        return;
    }

    giveNade(id, get_entvar(eEnt, var_access_level));

    set_entvar(eEnt, var_nextthink, -1.0);
    set_entvar(eEnt, var_flags, FL_KILLME);
}

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

    new item = rg_get_player_item(id, ITEM_CLASSNAME, ITEM_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);
    }

    ent = rg_find_ent_by_class(NULLENT, "healthnade_drop", false);
    while (ent > 0) {
        destroyNade(ent);
        ent = rg_find_ent_by_class(ent, "healthnade_drop", 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) {
    new UserId = get_member(item, m_pPlayer);

    if (FClassnameIs(item, ITEM_CLASSNAME)) {
        new iLevel = get_entvar(item, var_access_level);
        SetHookChainArg(2, ATYPE_STRING, ACCESS_ARRAY[iLevel][V_MODEL]);
        SetHookChainArg(3, ATYPE_STRING, ACCESS_ARRAY[iLevel][P_MODEL]);

        if (Cvar(Msg_UsageHint)) {
            client_print(UserId, print_center, "%L", UserId, "HEALTHNADE_USAGE_HINT");
        }
    }

    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(UserId, 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, ITEM_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, ITEM_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(!UserHasFlagsS(pPlayer, Cvar(Drink_AccessFlags))) {
        client_print(pPlayer, print_center, "%L", pPlayer, "HEALTHNADE_NO_ACCESS");
        return;
    }

    if(Float:get_entvar(pPlayer, var_health) >= Float:get_entvar(pPlayer, var_max_health)) {
        if (Cvar(Msg_FullHp)) {
            client_print(pPlayer, print_center, "%L", pPlayer, "HEALTHNADE_FULL_HP");
        }

        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, ACCESS_ARRAY[ get_entvar(weapon, var_access_level) ][DRINK_VALUE], 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, item, vecSrc, vecThrow, time);
    SetHookChainReturn(ATYPE_INTEGER, grenade);
    return HC_SUPERCEDE;
}

public CBasePlayer_AddPlayerItem_Pre(const id, const item) {
    if(!Cvar(ReplaceSmokegren) || is_nullent(item) || get_member(item, m_iId) != WEAPON_SMOKEGRENADE || !is_user_alive(id)) {
        return HC_CONTINUE;
    }

    set_entvar(item, var_flags, FL_KILLME);

    giveNade(id);

    SetHookChainReturn(ATYPE_INTEGER, 0);
    return HC_SUPERCEDE;
}

public CBasePlayer_HasRestrictItem_Pre(id, ItemID:item, ItemRestType:rest_type) {
    if(!Cvar(ReplaceSmokegren)) {
        return HC_CONTINUE;
    }

    if(item ==ITEM_SMOKEGRENADE && rg_get_player_item(id, ITEM_CLASSNAME, ITEM_SLOT)) {
        if(rest_type == ITEM_TYPE_BUYING) {
            client_print(id, print_center, "#Cstrike_TitlesTXT_Cannot_Carry_Anymore");
        }

        SetHookChainReturn(ATYPE_BOOL, true);
        return HC_SUPERCEDE;
    }

    return HC_CONTINUE;
}

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, set_level = -1) {
    new item = rg_get_player_item(id, ITEM_CLASSNAME, ITEM_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);

    set_entvar(item, var_HealthNade_Radius, Cvar(ExplodeRadius));
    set_entvar(item, var_HealthNade_ThrowHealingAmount, Cvar(ThrowHealingAmount));
    set_entvar(item, var_HealthNade_DrinkHealingAmount,  Cvar(DrinkHealingAmount));

    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);

    if(set_level == -1) {
        set_level = GetAccessLevel(id);
    }

    set_entvar(item, var_access_level, set_level);

    dllfunc(DLLFunc_Touch, item, id);

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

    return item;
}

GetAccessLevel(pPlayer) {
    new bitUserFlags = get_user_flags(pPlayer);

    for(new i, bitFlags; i < sizeof(ACCESS_ARRAY); i++) {
        if(equal(ACCESS_ARRAY[i][ACCESS_FLAG], "steam")) {
            if(is_user_steam(pPlayer)) {
                return i;
            }

            continue;
        }

        bitFlags = read_flags(ACCESS_ARRAY[i][ACCESS_FLAG]);

        if((bitUserFlags & bitFlags) || !bitFlags) {
            return i;
        }
    }

    return sizeof(ACCESS_ARRAY) - 1;
}

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 item, 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, ACCESS_ARRAY[ get_entvar(item, var_access_level) ][W_MODEL]);
    set_entvar(grenade, var_access_level, get_entvar(item, var_access_level));

    copy_entvar(item, grenade, var_HealthNade_Radius);
    copy_entvar(item, grenade, var_HealthNade_ThrowHealingAmount);

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

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

    new Float:fRadius = get_entvar(grenade, var_HealthNade_Radius);

    UTIL_BeamCylinder(origin, SpriteCylinder, 1, 5, 30, 1, {10, 255, 40}, 255, 5, fRadius);
    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, SOUND_EXPLODE, VOL_NORM, ATTN_NORM, 0, PITCH_NORM);

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

    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) < fRadius) {
            ExecuteHamB(Ham_TakeHealth, player, ACCESS_ARRAY[iLevel][THROW_VALUE], DMG_GENERIC);
            UTIL_ScreenFade(player);
        }
    }

    destroyNade(grenade);
}

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

InitCvars() {
    bind_pcvar_float(create_cvar(
        "HealthNade_ExplodeRadius", "250.0", FCVAR_NONE,
        LangS("HEALTHNADE_CVAR_EXPLODE_RADIUS"),
        true, 1.0
    ), Cvar(ExplodeRadius));

    bind_pcvar_float(create_cvar(
        "HealthNade_ThrowHealingAmount", "20.0", FCVAR_NONE,
        LangS("HEALTHNADE_CVAR_THROW_HEALING_AMOUNT")
    ), Cvar(ThrowHealingAmount));

    bind_pcvar_float(create_cvar(
        "HealthNade_DrinkHealingAmount", "35.0", FCVAR_NONE,
        LangS("HEALTHNADE_CVAR_DRINK_HEALING_AMOUNT")
    ), Cvar(DrinkHealingAmount));

    bind_pcvar_num(create_cvar(
        "HealthNade_Give", "1", FCVAR_NONE,
        LangS("HEALTHNADE_CVAR_GIVE")
    ), Cvar(Give));

    bind_pcvar_string(create_cvar(
        "HealthNade_Give_AccessFlags", "t", FCVAR_NONE,
        LangS("HEALTHNADE_CVAR_GIVE_ACCESS_FLAGS")
    ), Cvar(Give_AccessFlags), charsmax(Cvar(Give_AccessFlags)));
   
    bind_pcvar_string(create_cvar(
        "HealthNade_Drink_AccessFlags", "t", FCVAR_NONE,
        LangS("HEALTHNADE_CVAR_DRINK_ACCESS_FLAGS")
    ), Cvar(Drink_AccessFlags), charsmax(Cvar(Drink_AccessFlags)));

    bind_pcvar_num(create_cvar(
        "HealthNade_Give_MinRound", "2", FCVAR_NONE,
        LangS("HEALTHNADE_CVAR_GIVE_MIN_ROUND"),
        true, 1.0
    ), Cvar(Give_MinRound));
   
    bind_pcvar_float(create_cvar(
        "HealthNade_EquipDelay", "0.0", FCVAR_NONE,
        LangS("HEALTHNADE_CVAR_EQUIP_DELAY"),
        true, 0.0
    ), Cvar(EquipDelay));
   
    bind_pcvar_num(create_cvar(
        "HealthNade_ReplaceSmokegren", "0.0", FCVAR_NONE,
        LangS("HEALTHNADE_CVAR_REPLACE_SG"),
        true, 0.0, true, 1.0
    ), Cvar(ReplaceSmokegren));

    bind_pcvar_num(create_cvar(
        "HealthNade_Msg_UsageHint", "1", FCVAR_NONE,
        LangS("HEALTHNADE_CVAR_MSG_USAGE_HINT"),
        true, 0.0, true, 1.0
    ), Cvar(Msg_UsageHint));

    bind_pcvar_num(create_cvar(
        "HealthNade_Msg_FullHp", "1", FCVAR_NONE,
        LangS("HEALTHNADE_CVAR_MSG_FULL_HP"),
        true, 0.0, true, 1.0
    ), Cvar(Msg_FullHp));

    bind_pcvar_num(create_cvar(
        "HealthNade_NadeDrop", "2", FCVAR_NONE,
        LangS("HEALTHNADE_CVAR_NADE_DROP"),
        true, 0.0, true, 2.0
    ), Cvar(NadeDrop));

    bind_pcvar_num(create_cvar(
        "HealthNade_SlotId", "4", FCVAR_NONE,
        LangS("HEALTHNADE_CVAR_SLOT_ID"),
        true, 1.0, true, 5.0
    ), Cvar(SlotId));

    AutoExecConfig(true, "HealthNade");

    bind_pcvar_num(get_cvar_pointer("mp_nadedrops"), g_iCvarNadeDrops);
}

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);
}

stock bool:UserHasFlagsS(const UserId, const sFlags[], const bool:bStrict = false) {
    if (!sFlags[0]) {
        return true;
    }

    new iFlags = read_flags(sFlags);
    new iUserFlags = get_user_flags(UserId);

    return bStrict
        ? (iUserFlags & iFlags) == iFlags
        : (iUserFlags & iFlags) > 0;
}

public plugin_natives() {
    register_native("HealthNade_GiveNade", "_HealthNade_GiveNade");
}

public _HealthNade_GiveNade() {
    enum { player = 1 };
    new pPlayer = get_param(player);

    if(is_user_alive(pPlayer)) {
        return giveNade(pPlayer);
    }

    return NULLENT;
}
 
Сообщения
657
Реакции
562
Предупреждения
8
Помог
9 раз(а)
Ну норм.
 
Сообщения
51
Реакции
-3
Code_0xABC, Я не знаю, как его использовать :sorry:
5 Июн 2024
@Vaqtincha,да норм но я ево немогу использовать :sorry:
 
Сообщения
1,082
Реакции
58
Помог
11 раз(а)
Murodilbek, от куда качал, посмотри системные требования, если подходит, то смоири установку
 
Сообщения
51
Реакции
-3
Code_0xABC,
//AMXXPC compile.exe
// by the AMX Mod X Dev Team


//// reapi_healthnade.sma
//
// C:\Games\compilator_1_9_0\reapi_healthnade.sma(69) : fatal error 100: cannot read from file: "healthnade"
//
// Compilation aborted.
// 1 Error.
// Could not locate output file C:\Games\compilator_1_9_0\compiled\reapi_healthnade.amx (compile failed).
//
// Compilation Time: 0,84 sec
// ----------------------------------------

Press enter to exit ...
 
Сообщения
1,082
Реакции
58
Помог
11 раз(а)
devl, ты прав, скорее всего он компилирует онайн компилятором и ошибка от недостачи healthnade.inc
Murodilbek, используйте локальный компилятор 1.9.0 и докинь в папку addons\amxmodx\scripting\include фаил healthnade.inc
 
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