Нагрузка на сервер

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14 раз(а)
Здравствуйте.
После новогоднего обновления выросла нагрузка в разы. Мог ли повлиять ли данный плагин на нагрзуку?

Код:
#include "amxmodx.inc"
#include "fakemeta.inc"
#include "hamsandwich.inc"
#include "fakemeta_util.inc"

#pragma ctrlchar '\'

#define MAX_CLIENTS                32
#define MAX_ITEM_TYPES                6

// чем выше сила, тем дальше летит снежок, а также
// чем выше сила, тем сильнее урон

#define MAX_POWER                26    //макс. сила снежка (при зажатии ПКМ сила увеличивается не больше чем MAX_POWER)
#define MIN_POWER                12    //мин. сила снежка

#define MULTIPLY_POWER                5.0    //множитель силы
#define FREQUENCY_POWER                0.041    //частота прибавлении силы (как быстро прибавляется сила при зажатии ПКМ)

#define MAPZONE_BUYZONE                (1<<0)
#define HIDEHUD_CROSSHAIR            (1<<6)

#define WPNSTATE_SHIELD_DRAWN            (1<<5)
#define HIDEHUD_CROSSHAIR            (1<<6)

#define ObjectValid(%0)                (pev_valid(%0) == PDATA_SAFE)

#define CSW_SNOW                0x00002
#define STATUSICON_SHOW                1
#define PDATA_SAFE                2

#define ACT_RANGE_ATTACK1            28
#define WEAPON_NAME_SECONDARY            "weapon_snow"

#define SNOW_P_MODEL                "models/p_snow.mdl"
#define SNOW_V_MODEL                "models/v_snow.mdl"
#define SNOW_W_MODEL                "models/w_snow.mdl"

#define SNOW_KEEP                // можно ли удерживать снежок на ЛКМ (зажимать ЛКМ и удерживать для броска)
#define SNOW_DANGER_REND            // подсвечивать render-ом летящий опасный снежок с большой силы
//#define SNOW_BARTIME_STATUS            // отображать бартайм статус силы

//#define SNOW_KNIFE                // сделать снежки на knife (если закомментировано, будет два режима ножа 1 - Обычный нож | 2 - Снежки)
//#define SNOW_SMOKEGRENADE            // сделать снежки на smokegrenade
//#define TEAMMATES_KILL                // разрешать ранить тиммейтов

#if defined SNOW_SMOKEGRENADE && defined SNOW_KNIFE
#undef SNOW_KNIFE
#endif

#if !defined SNOW_KNIFE && defined SNOW_SMOKEGRENADE
#define CSW_WEAPON_EX                CSW_SMOKEGRENADE
#define WEAPON_NAME_PRIMARY            "weapon_smokegrenade"
#else
#define CSW_WEAPON_EX                CSW_KNIFE
#define WEAPON_NAME_PRIMARY            "weapon_knife"
#endif

// CBaseMonster::
#define m_Activity                73
#define m_IdealActivity                74
#define m_LastHitGroup                75
#define m_flNextAttack                83

// CBasePlayerWeapon::
#define m_flNextPrimaryAttack            46
#define m_flNextSecondaryAttack            47
#define m_flTimeWeaponIdle            48
#define m_iPrimaryAmmoType            49
#define m_iSecondaryAmmoType            50

#define m_iNextAction                55 // m_fInSpecialReload
#define m_flLastFire                63
#define m_fWeaponState                74

// CBasePlayer::
#define m_fHasSurvivedLastRound            113
#define m_iTeam                    114
#define m_iAccount                115
#define m_flLastAttackTime            220
#define m_iHideHUD                361
#define m_rgpPlayerItems            367
#define m_pActiveItem                373
#define m_pLastItem                375
#define m_vecAutoAim                440
#define m_fOnTarget                443
#define m_szAnimExtention            492
#define m_bHasShield                2043 // 510 get_pdata_int(id,m_bHasShield) & (1<<24)
#define m_bShieldDrawn                2044 // 510 get_pdata_int(id,m_bHasShield) & (1<<16)

// CBasePlayerItem::
#define m_pPlayer                41
#define m_pNext                    42
#define m_iId                    43

// CBaseAnimating::
#define m_flFrameRate                36
#define m_flGroundSpeed                37
#define m_flLastEventCheck            38
#define m_fSequenceFinished            39
#define m_fSequenceLoops            40

// CBaseEntity::
#define m_flStartThrow                30
#define m_flReleaseThrow             31

#if !defined SNOW_KNIFE && (CSW_WEAPON_EX == CSW_KNIFE)
enum (+=275282312)
{
    UID_NONE = 0,
    UID_SNOW,
    UID_SNOW_FLY,
    UID_SNOW_MODE
}
#endif

// Anim sequence
enum PLAYER_ANIM
{
    PLAYER_IDLE,
    PLAYER_WALK,
    PLAYER_JUMP,
    PLAYER_SUPERJUMP,
    PLAYER_DIE,
    PLAYER_ATTACK1
};

enum WEAPON_ANIM
{
    AS_IDLE,
    AS_PULLPIN,
    AS_THROW,
    AS_DRAW
};

enum _:HAMHOOK
{
    HamHook:CAN_DROP = 0
};

// Множитель урона в разные части тела | 1.0 - стандартный урон

stock const Float:flMultiplyDamageHit[] = {
    0.0, //HIT_GENERIC    | none
    0.0, //HIT_HEAD        | голова
    0.0, //HIT_CHEST    | грудь
    0.0, //HIT_STOMACH    | брюхо
    0.0, //HIT_LEFTARM    | лев.рука
    0.0, //HIT_RIGHTARM    | прав.рука
    0.0, //HIT_LEFTLEG    | лев.нога
    0.0  //HIT_RIGHTLEG    | прав.нога
};

new Ham:Ham_ResetMaxSpeed;
new HamHook:g_iHamHook[HAMHOOK];
new g_iPower[MAX_CLIENTS + 1];

new g_iSprBlood;
new g_iSprBloodSpray;

new g_msgidWeapPickup;

#if defined SNOW_BARTIME_STATUS
new g_msgidBarTime;
#endif

new g_msgidWeaponList;

public plugin_precache()
{
    precache_model(SNOW_P_MODEL);
    precache_model(SNOW_V_MODEL);
    precache_model(SNOW_W_MODEL);

    precache_generic("sprites/weapon_snow.txt");
    precache_model("sprites/snowball.spr");

    g_iSprBlood = precache_model("sprites/blood.spr");
    g_iSprBloodSpray = precache_model("sprites/bloodspray.spr");
}
public plugin_init()
{
    register_plugin("Snowball","0.6 alpha","s1lent");

#if !defined SNOW_KNIFE && (CSW_WEAPON_EX == CSW_KNIFE)
    register_clcmd("lastinv","Cmd_Lastinv");
    register_clcmd(WEAPON_NAME_PRIMARY,"Cmd_WeaponSelect");
#endif
    register_clcmd(WEAPON_NAME_SECONDARY,"Cmd_WeaponSelectEx");

    RegisterHam(Ham_Touch,"info_target","CBaseEntity__Touch",1);
    RegisterHam(Ham_Item_PostFrame,WEAPON_NAME_PRIMARY,"CBasePlayerItem__PostFrame");
    RegisterHam(Ham_Item_Deploy,WEAPON_NAME_PRIMARY,"CBasePlayerItem__Deploy",1);
    RegisterHam(Ham_Item_AddToPlayer,WEAPON_NAME_PRIMARY,"CBasePlayerItem__AddToPlayer",1);

    DisableHamForward((g_iHamHook[CAN_DROP] = RegisterHam(Ham_CS_Item_CanDrop,WEAPON_NAME_PRIMARY,"CBasePlayerItem__CanDrop")));

    #if (CSW_WEAPON_EX == CSW_SMOKEGRENADE)
        RegisterHam(Ham_Spawn,"player","CBasePlayer__Spawn_Post",1);
    #endif

    #if defined SNOW_BARTIME_STATUS
    g_msgidBarTime = get_user_msgid("BarTime");
    #endif

    g_msgidWeaponList = get_user_msgid("WeaponList");
    g_msgidWeapPickup = get_user_msgid("WeapPickup");

    Ham_ResetMaxSpeed = Ham_Valid_Player_ResetMaxSpeed();
}
public plugin_natives()
{
    register_library("snow");
    register_native("snowball_disable","native_snowball_disable");
}
public native_snowball_disable(plid,params)
{
    new Players[32],iNum,iPlayer;
    get_players(Players,iNum,"ach");

    for(new i; i < iNum; i++)
    {
        iPlayer = Players[i];

        new pItem = util__WeaponFetchSlot(iPlayer,CSW_WEAPON_EX);

        if(pItem)
        {
            #if (CSW_WEAPON_EX == CSW_KNIFE) && defined SNOW_KNIFE
            util__SendWeaponList(iPlayer,WEAPON_NAME_PRIMARY,CSW_WEAPON_EX);
            #else

            // smokegrenade force drop :/
            EnableHamForward(g_iHamHook[CAN_DROP]);
            engclient_cmd(iPlayer,"drop",WEAPON_NAME_PRIMARY);

            new pWeaponBox = pev(pItem,pev_owner);

            if(pWeaponBox && pWeaponBox != iPlayer)
            {
                dllfunc(DLLFunc_Think,pWeaponBox);
            }
            #endif
        }
    }

    new pSnow;
    while((pSnow = engfunc(EngFunc_FindEntityByString,pSnow,"classname","snow")))
    {
        set_pev(pSnow,pev_flags,FL_KILLME);
    }

    pause("a");
}
public CBasePlayerItem__CanDrop(ent)
{
    SetHamReturnInteger(1);
    DisableHamForward(g_iHamHook[CAN_DROP]);
    return HAM_SUPERCEDE;
}
public CBasePlayer__Spawn_Post(const id)
{
    if(is_user_alive(id))
    {
        fm_give_item(id,WEAPON_NAME_PRIMARY);
    }
    return HAM_IGNORED;
}
public CBaseEntity__Touch(const ent,const id)
{
#if !defined SNOW_KNIFE && (CSW_WEAPON_EX == CSW_KNIFE)
    if(pev(ent,pev_impulse) != UID_SNOW_FLY)
    {
        return HAM_IGNORED;
    }
#endif

    if(!ObjectValid(id) || !is_user_alive(id))
    {
        util__EffectSnow(ent);
        return HAM_IGNORED;
    }

    new Float:flDamage;
    pev(ent,pev_dmg,flDamage);

    new iAttacker = pev(ent,pev_owner);

    if(flDamage <= 0.0 || iAttacker < 1)
    {
        return HAM_IGNORED;
    }

    #if !defined TEAMMATES_KILL
    if(get_pdata_int(iAttacker,m_iTeam) != get_pdata_int(id,m_iTeam))
    {
    #endif
        new iHitgroup;
        new pTracehandle;

        new Float:vecStart[3],Float:vecEnd[3],Float:vecVelocity[3],Float:vecForward[3],Float:flFraction;

        pev(ent,pev_origin,vecStart);
        pev(ent,pev_velocity,vecVelocity);
        global_get(glb_v_forward,vecForward);

        vecEnd[0] = vecStart[0] + vecForward[0];
        vecEnd[1] = vecStart[1] + vecForward[1];
        vecEnd[2] = vecStart[2] + vecForward[2];

        engfunc(EngFunc_TraceLine,vecStart,vecEnd,IGNORE_MISSILE|IGNORE_MONSTERS|IGNORE_GLASS,iAttacker,pTracehandle);
        get_tr2(pTracehandle,TR_flFraction,flFraction);

        if(flFraction != 1.0)
        {
            iHitgroup = get_tr2(pTracehandle,TR_iHitgroup);

            set_pdata_int(id,m_LastHitGroup,iHitgroup);
        }
        ExecuteHam(Ham_TakeDamage,id,ent,iAttacker,flDamage * flMultiplyDamageHit[iHitgroup],DMG_DROWN);

    #if !defined TEAMMATES_KILL
    }
    #endif

    util__EffectSnow(ent);

    return HAM_IGNORED;
}
#if !defined SNOW_KNIFE && (CSW_WEAPON_EX == CSW_KNIFE)
public Cmd_Lastinv(const id)
{
    return (CBasePlayer__SelectLastItem(id));
}
#endif
public CBasePlayerItem__AddToPlayer(const ent,const id)
{
    if(!ObjectValid(id))
    {
        return HAM_IGNORED;
    }

    #if defined SNOW_KNIFE || (CSW_WEAPON_EX != CSW_KNIFE)
    util__SendWeaponList(id,WEAPON_NAME_SECONDARY,CSW_WEAPON_EX);
    #else
    set_pev(id,pev_weapons,pev(id,pev_weapons)|(1<<CSW_SNOW));
    util__SendItemPickup(id,CSW_SNOW);
    util__SendWeaponList(id,WEAPON_NAME_PRIMARY,CSW_WEAPON_EX);
    util__SendWeaponList(id,WEAPON_NAME_SECONDARY,CSW_SNOW);
    #endif

    return HAM_IGNORED;
}
#if !defined SNOW_KNIFE && (CSW_WEAPON_EX == CSW_KNIFE)
public Cmd_WeaponSelect(const id)
{
    if(!ObjectValid(id))
    {
        return PLUGIN_CONTINUE;
    }

    new pItem = util__WeaponFetchSlot(id,CSW_WEAPON_EX);

    if(!pItem
        || pev(pItem,pev_impulse) != UID_SNOW_MODE)
    {
        return PLUGIN_CONTINUE;
    }

    set_pev(pItem,pev_impulse,UID_NONE);

    set_pdata_cbase(id,m_pLastItem,get_pdata_cbase(id,m_pActiveItem));
    set_pdata_cbase(id,m_pActiveItem,pItem);

    ExecuteHamB(Ham_Item_Deploy,pItem);

    return PLUGIN_CONTINUE;
}
#endif
public Cmd_WeaponSelectEx(const id)
{
    if(!ObjectValid(id))
    {
        return PLUGIN_CONTINUE;
    }
#if (CSW_WEAPON_EX != CSW_KNIFE)
    return engclient_cmd(id,WEAPON_NAME_PRIMARY);
#else
    new pItem = util__WeaponFetchSlot(id,CSW_WEAPON_EX);

    #if !defined SNOW_KNIFE && (CSW_WEAPON_EX == CSW_KNIFE)
    if(!pItem
        || (pev(pItem,pev_impulse) == UID_SNOW_MODE && get_pdata_cbase(id,m_pActiveItem) == pItem))
    {
        return PLUGIN_CONTINUE;
    }

    set_pev(pItem,pev_impulse,UID_SNOW_MODE);

    set_pdata_cbase(id,m_pLastItem,get_pdata_cbase(id,m_pActiveItem));
    set_pdata_cbase(id,m_pActiveItem,pItem);
    #else
    if(!pItem)
    {
        return PLUGIN_CONTINUE;
    }
    set_pdata_cbase(id,m_pActiveItem,pItem);
    #endif

    ExecuteHamB(Ham_Item_Deploy,pItem);
    return PLUGIN_CONTINUE;
#endif
}
public CBasePlayerItem__PostFrame(const ent)
{
#if !defined SNOW_KNIFE && (CSW_WEAPON_EX == CSW_KNIFE)
    if(pev(ent,pev_impulse) != UID_SNOW_MODE)
    {
        return HAM_IGNORED;
    }
#endif
    static Float:flWaitPower[MAX_CLIENTS + 1],Float:flCurrentTime,iButton,id;

    id = get_pdata_cbase(ent,m_pPlayer,4);

    if(!ObjectValid(id))
    {
        return HAM_IGNORED;
    }

    iButton = pev(id,pev_button);

    flCurrentTime = get_gametime();

    if(((iButton & IN_ATTACK && get_pdata_float(ent,m_flNextPrimaryAttack,4) <= flCurrentTime)
        || (iButton & IN_ATTACK2 && get_pdata_float(ent,m_flNextSecondaryAttack,4) <= flCurrentTime)) && !get_pdata_float(ent,m_flStartThrow,4))
    {
        g_iPower[id] = 0;
        util__SendAnim(id,AS_PULLPIN);
        #if defined SNOW_BARTIME_STATUS
        if(!(iButton & IN_ATTACK))
        {
            util__SendBarTime(id,1);
        }
        #endif
        set_pdata_float(ent,m_flReleaseThrow,0.0,4);
        set_pdata_float(ent,m_flStartThrow,flCurrentTime,4);
        set_pdata_float(ent,m_flTimeWeaponIdle,flCurrentTime + 0.5,4);
    }
#if defined SNOW_KEEP
    else if(!(iButton & (IN_ATTACK|IN_ATTACK2)))
#else
    else if(~iButton & IN_ATTACK2)
#endif
    {
        if(!get_pdata_float(ent,m_flReleaseThrow,4) && get_pdata_float(ent,m_flStartThrow,4))
        {
            set_pdata_float(ent,m_flReleaseThrow,flCurrentTime,4);
        }
        if(get_pdata_float(ent,m_flTimeWeaponIdle,4) > flCurrentTime)
        {
            return HAM_SUPERCEDE;
        }
        if(get_pdata_float(ent,m_flStartThrow,4))
        {
            new Float:flVel;

            new Float:vecStart[3];
            new Float:vecThrow[3];
            new Float:vecVAngle[3];

            new Float:vecUp[3];
            new Float:vecForward[3];

            new Float:vecViewOfs[3];
            new Float:vecAngThrow[3];
            new Float:vecVelocity[3];
            new Float:vecPunchangle[3];

            pev(id,pev_origin,vecStart);
            pev(id,pev_v_angle,vecVAngle);
            pev(id,pev_view_ofs,vecViewOfs);
            pev(id,pev_velocity,vecVelocity);
            pev(id,pev_punchangle,vecPunchangle);

            vecAngThrow[0] = vecVAngle[0] + vecPunchangle[0];
            vecAngThrow[1] = vecVAngle[1] + vecPunchangle[1];
            vecAngThrow[2] = vecVAngle[2] + vecPunchangle[2];

            g_iPower[id] = clamp(g_iPower[id],MIN_POWER,MAX_POWER);

            if(vecAngThrow[0] < 0.0)
            {
                vecAngThrow[0] = -10.0 + vecAngThrow[0] * ((90.0 - 10.0) / 90.0);
            }
            else vecAngThrow[0] = -10.0 + vecAngThrow[0] * ((90.0 + 10.0) / 90.0);

            flVel = (90.0 - vecAngThrow[0]) * (g_iPower[id] / 2);

            if(flVel > 750.0 && g_iPower[id] <= MIN_POWER)
            {
                flVel = 750.0;
            }

            engfunc(EngFunc_MakeVectors,vecAngThrow);

            global_get(glb_v_up,vecUp);
            global_get(glb_v_forward,vecForward);

            vecStart[0] = vecStart[0] + vecViewOfs[0] + vecForward[0] * 16.0 + vecUp[0] * (g_iPower[id] > MIN_POWER ? 5.0 : 1.0);
            vecStart[1] = vecStart[1] + vecViewOfs[1] + vecForward[1] * 16.0 + vecUp[1] * (g_iPower[id] > MIN_POWER ? 5.0 : 1.0);
            vecStart[2] = vecStart[2] + vecViewOfs[2] + vecForward[2] * 16.0 + vecUp[2] * (g_iPower[id] > MIN_POWER ? 5.0 : 1.0);

            vecThrow[0] = vecForward[0] * flVel - vecUp[0] * random_float(45.0,90.0) + vecVelocity[0];
            vecThrow[1] = vecForward[1] * flVel - vecUp[1] * random_float(45.0,90.0) + vecVelocity[1];
            vecThrow[2] = vecForward[2] * flVel - vecUp[2] * random_float(45.0,90.0) + vecVelocity[2];

            #if defined SNOW_BARTIME_STATUS
            util__SendBarTime(id,0);
            #endif

            util__SendAnim(id,AS_THROW);
            util__SendAnimationShoot(id);
            util__ShootContact(id,vecStart,vecThrow);

            set_pdata_float(ent,m_flStartThrow,0.0,4);
            set_pdata_float(ent,m_flNextPrimaryAttack,flCurrentTime + 2.0,4);
            set_pdata_float(ent,m_flNextSecondaryAttack,flCurrentTime + 2.0,4);
            set_pdata_float(ent,m_flTimeWeaponIdle,flCurrentTime + 0.75,4);

            return HAM_SUPERCEDE;
        }
        else if(get_pdata_float(ent,m_flReleaseThrow,4) > 0.0)
        {
            util__SendAnim(id,AS_DRAW);

            set_pdata_float(ent,m_flReleaseThrow,-1.0,4);
            set_pdata_float(ent,m_flTimeWeaponIdle,flCurrentTime + random_float(10.0,15.0),4);

            return HAM_SUPERCEDE;
        }

        util__SendAnim(id,AS_IDLE);

        set_pdata_float(ent,m_flTimeWeaponIdle,flCurrentTime + random_float(10.0,15.0),4);

        return HAM_SUPERCEDE;
    }

    if(flCurrentTime > flWaitPower[id] && (~iButton & IN_ATTACK && iButton & IN_ATTACK2) && get_pdata_float(ent,m_flStartThrow,4))
    {
        g_iPower[id]++;
        flWaitPower[id] = flCurrentTime + FREQUENCY_POWER;
    }
    return HAM_SUPERCEDE;
}
public CBasePlayerItem__Deploy(const ent)
{
    new id = get_pdata_cbase(ent,41,4);

    if(!ObjectValid(id))
    {
        return HAM_IGNORED;
    }

    set_pdata_float(id,m_flNextAttack,0.75,4);
    set_pdata_float(ent,m_flTimeWeaponIdle,1.5,4);
    set_pdata_float(ent,m_flReleaseThrow,-1.0,4);
    set_pdata_float(ent,m_flStartThrow,0.0,4);

#if !defined SNOW_KNIFE && (CSW_WEAPON_EX == CSW_KNIFE)
    if(pev(ent,pev_impulse) == UID_SNOW_MODE)
    {
#endif

    set_pev(id,pev_viewmodel2,SNOW_V_MODEL);
    set_pev(id,pev_weaponmodel2,SNOW_P_MODEL);

    #if (CSW_WEAPON_EX == CSW_KNIFE)
    set_pdata_string(id,m_szAnimExtention * 4,"grenade",-1,5 * 4);
    #endif

#if !defined SNOW_KNIFE && (CSW_WEAPON_EX == CSW_KNIFE)
    }
    else
    {
        set_pdata_float(ent,m_flNextPrimaryAttack,-1.0,4);
        set_pdata_float(ent,m_flNextSecondaryAttack,-1.0,4);
    }
#endif

    util__SendAnim(id,AS_DRAW);

    return HAM_IGNORED;
}
stock util__WeaponFetchSlot(const id,const weaponId)
{
    new pItem;
    for(new i; i < MAX_ITEM_TYPES; i++)
    {
        pItem = get_pdata_cbase(id,m_rgpPlayerItems + i);

        while(ObjectValid(pItem))
        {
            if(get_pdata_int(pItem,m_iId,4) == weaponId)
            {
                return pItem;
            }

            pItem = get_pdata_cbase(pItem,m_pNext,4);
        }
    }

    if(!ObjectValid(pItem) || get_pdata_int(pItem,m_iId,4) != CSW_WEAPON_EX)
    {
        return 0;
    }
    return pItem;
}
stock util__SendAnim(const id,const WEAPON_ANIM:anim)
{
    set_pev(id,pev_weaponanim,anim);

    message_begin(MSG_ONE,SVC_WEAPONANIM,_,id);
    write_byte(_:anim);
    write_byte(0);
    message_end();
}
stock util__SendItemPickup(const id,const weaponId)
{
    message_begin(MSG_ONE_UNRELIABLE,g_msgidWeapPickup,_,id);
    write_byte(weaponId);
    message_end();
}
stock util__SendWeaponList(const id,const szWeaponName[32],const weaponID)
{
    message_begin(MSG_ONE_UNRELIABLE,g_msgidWeaponList,_,id);
    write_string(szWeaponName);
    write_byte(-1);
    write_byte(-1);
    write_byte(-1);
    write_byte(-1);

#if (CSW_WEAPON_EX == CSW_KNIFE)
    write_byte(2);
    write_byte((weaponID == CSW_SNOW) ? 20 : 1);
#else
    write_byte(3);
    write_byte(3);
#endif
    write_byte(weaponID);
    write_byte(0);
    message_end()
}
stock util__snowSpawn()
{
    new ent;
    static szAllocString;

    if(szAllocString || (szAllocString = engfunc(EngFunc_AllocString,"info_target")))
    {
        ent = engfunc(EngFunc_CreateNamedEntity,szAllocString);
    }

    if(!ObjectValid(ent))
    {
        return -1;
    }

    set_pev(ent,pev_classname,"snow");
    set_pev(ent,pev_solid,SOLID_BBOX);

#if !defined SNOW_KNIFE && (CSW_WEAPON_EX == CSW_KNIFE)
    set_pev(ent,pev_impulse,UID_SNOW_FLY);
#endif

    set_pev(ent,pev_movetype,MOVETYPE_TOSS);

    engfunc(EngFunc_SetModel,ent,SNOW_W_MODEL);
    engfunc(EngFunc_SetSize,ent,{0.0,0.0,0.0},{0.0,0.0,0.0});

    return ent;
}
stock util__ShootContact(const id,const Float:vecStart[3],const Float:vecVelocity[3])
{
    new Float:flRet[3];
    new ent = util__snowSpawn();

    if(ent == -1)
    {
        return PLUGIN_CONTINUE;
    }

    vector_to_angle(vecVelocity,flRet);

    set_pev(ent,pev_owner,id);
    set_pev(ent,pev_gravity,0.5);
    set_pev(ent,pev_angles,flRet);
    set_pev(ent,pev_dmg,g_iPower[id] * MULTIPLY_POWER);

    set_pev(ent,pev_velocity,vecVelocity);
    set_pev(ent,pev_nextthink,get_gametime() + 0.1);
    set_pev(ent,pev_avelocity,random_float(-100.0,-500.0));
    engfunc(EngFunc_SetOrigin,ent,vecStart);

    if(g_iPower[id] >= MAX_POWER)
    {
        fm_set_rendering(ent,kRenderFxGlowShell,0,200,255,kRenderNormal,150);
    }
    return ent;
}
stock util__SendBarTime(const id,const iDuration)
{
    message_begin(MSG_ONE_UNRELIABLE,g_msgidBarTime,_,id);
    write_short(iDuration);
    message_end();
}
stock util__EffectSnow(const ent)
{
    new Float:vecStart[3];
    pev(ent,pev_origin,vecStart);

    message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
    write_byte(TE_BLOODSPRITE);

    engfunc(EngFunc_WriteCoord,vecStart[0]);
    engfunc(EngFunc_WriteCoord,vecStart[1]);
    engfunc(EngFunc_WriteCoord,vecStart[2]);

    write_short(g_iSprBloodSpray);
    write_short(g_iSprBlood);
    write_byte(9);
    write_byte(15);
    message_end();

    set_pev(ent,pev_flags,FL_KILLME);
}
stock Ham:Ham_Valid_Player_ResetMaxSpeed()
{
    #if defined Ham_CS_Player_ResetMaxSpeed
        return IsHamValid(Ham_CS_Player_ResetMaxSpeed) ? Ham_CS_Player_ResetMaxSpeed : Ham_Item_PreFrame;
    #else
        return Ham_Item_PreFrame;
    #endif
}
// thanks to KORD_12.7 | SetAnimation
// link: http://aghl.ru/forum/viewtopic.php?f=20&t=1493#p17852
stock util__SendAnimationShoot(const id)
{
    new iAnimDesired,Float:flFrameRate,Float:flGroundSpeed,bool:bLoops;

    if((iAnimDesired = lookup_sequence(id,"ref_shoot_grenade",flFrameRate,bLoops,flGroundSpeed)) == -1)
    {
        iAnimDesired = 0;
    }

    new Float:flCurrentTime = get_gametime();

    set_pev(id,pev_frame,0.0);
    set_pev(id,pev_framerate,1.0);
    set_pev(id,pev_animtime,flCurrentTime);
    set_pev(id,pev_sequence,iAnimDesired);

    set_pdata_int(id,m_fSequenceLoops,bLoops,4);
    set_pdata_int(id,m_fSequenceFinished,0,4);

    set_pdata_float(id,m_flFrameRate,flFrameRate,4);
    set_pdata_float(id,m_flGroundSpeed,flGroundSpeed,4);
    set_pdata_float(id,m_flLastEventCheck,flCurrentTime,4);

    set_pdata_int(id,m_Activity,ACT_RANGE_ATTACK1);
    set_pdata_int(id,m_IdealActivity,ACT_RANGE_ATTACK1);  
    set_pdata_float(id,m_flLastAttackTime,flCurrentTime);
}
// reverse CBasePlayer::SelectLastItem(void)
stock CBasePlayer__SelectLastItem(const id)
{
    if(!ObjectValid(id))
    {
        return PLUGIN_CONTINUE;
    }

    new i;
    new pItem;
    new pLastItem;
    new pActiveItem;
    new Float:vecAutoAim[3];

    pActiveItem = get_pdata_cbase(id,m_pActiveItem);

    if(!ObjectValid(pActiveItem) || !ExecuteHam(Ham_Item_CanHolster,pActiveItem))
    {
        return PLUGIN_CONTINUE;
    }

    pLastItem = get_pdata_cbase(id,m_pLastItem);

    if(!ObjectValid(pLastItem) || pLastItem == pActiveItem)
    {
        if(get_pdata_int(pActiveItem,m_iId,4) == CSW_WEAPON_EX)
        {
            set_pev(pActiveItem,pev_impulse,(pev(pActiveItem,pev_impulse) == UID_SNOW_MODE) ? UID_NONE : UID_SNOW_MODE);
            ExecuteHamB(Ham_Item_Deploy,pActiveItem);
            return PLUGIN_HANDLED;
        }
        else
        {
            for(i = 0; i < MAX_ITEM_TYPES; i++)
            {
                pItem = get_pdata_cbase(id,m_rgpPlayerItems + i);

                if(pItem && pItem != pActiveItem)
                {
                    pLastItem = pItem;
                    set_pdata_cbase(id,m_pLastItem,pItem);

                    break;
                }
            }
        }
    }

    if(!ObjectValid(pLastItem) || pLastItem == pActiveItem)
    {
        return PLUGIN_CONTINUE;
    }

    // reverse CBasePlayer::ResetAutoaim(void)
    for(i = 0; i < 3; i++)
    {
        vecAutoAim[i] = get_pdata_float(id,m_vecAutoAim + i);
    }

    if(vecAutoAim[0] != 0.0 || vecAutoAim[1] != 0.0)
    {
        for(i = 0; i < 3; i++)
        {
            set_pdata_float(id,m_vecAutoAim + i,0.0);
        }
        engfunc(EngFunc_CrosshairAngle,id,0.0,0.0);
    }

    set_pdata_int(id,m_fOnTarget,0);

    if(get_pdata_bool(id,m_bHasShield))
    {
        set_pdata_int(pActiveItem,m_fWeaponState,WPNSTATE_SHIELD_DRAWN,4);
        set_pdata_bool(id,m_bShieldDrawn,false);
    }

    set_pdata_cbase(id,m_pActiveItem,pLastItem);
    set_pdata_cbase(id,m_pLastItem,pActiveItem);

    ExecuteHam(Ham_Item_Holster,pActiveItem,0);
    ExecuteHamB(Ham_Item_Deploy,pLastItem);
    ExecuteHam(Ham_Item_UpdateItemInfo,pLastItem);

    set_pdata_int(id,m_iHideHUD,get_pdata_int(id,m_iHideHUD) &~ HIDEHUD_CROSSHAIR);

    ExecuteHam(Ham_ResetMaxSpeed,id);

    return PLUGIN_HANDLED;
}
#if (AMXX_VERSION_NUM < 183)

#define INT_BYTES 4
#define BYTE_BITS 8

stock bool:get_pdata_bool(ent,charbased_offset,intbase_linuxdiff = 5)
{
    return !!(get_pdata_int(ent,charbased_offset / INT_BYTES,intbase_linuxdiff) & (0xFF<<((charbased_offset % INT_BYTES) * BYTE_BITS)))
}
stock set_pdata_bool(ent,charbased_offset,bool:value,intbase_linuxdiff = 5)
{
    set_pdata_char(ent,charbased_offset,_:value,intbase_linuxdiff);
}
stock set_pdata_char(ent,charbased_offset,value,intbase_linuxdiff = 5)
{
    value &= 0xFF;
    new int_offset_value = get_pdata_int(ent,charbased_offset / INT_BYTES,intbase_linuxdiff);
    new bit_decal = (charbased_offset % INT_BYTES) * BYTE_BITS;
    int_offset_value &= ~(0xFF<<bit_decal);
    int_offset_value |= value<<bit_decal;
    set_pdata_int(ent,charbased_offset / INT_BYTES,int_offset_value,intbase_linuxdiff);
    return 1;
}
#endif


1542495595388.png
 
Сообщения
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61 раз(а)
Частично да. Но этот плагин иначе никак не написать. Если хотите такой же функционал. Можна конешно частично на РеАПИ перепесить. Но не увеерн много ли даст ил даст вообше. Да и я не вижу я по графику нагрузку. Она у вас увеличиватся в местах увеличения количества игроков, что вполне естественно. Ну и напоследок. Любой плагин или модуль в той или иной мере будет давать нагрузку. Конешно некоторые мало некоторые много. Зависит от того что вы хотите. Если у вас лагы на серваку, то отключайте плагин. А если все ок, то не вижу смысла.
 
Сообщения
289
Реакции
251
Помог
7 раз(а)
fantom, во время спада игроков, шкала проца подскакивает вверх,возможно и карта какая-то виновата.
 
Сообщения
2,491
Реакции
2,794
Помог
61 раз(а)
Jumper, да как то фиолетово. Во первых сомневаюсь что график супер точный, во вторых я бы паниковал если бы загрузка процессора была выше 70%
 
Сообщения
345
Реакции
77
Помог
14 раз(а)
Нагрузка до обновления и после
1542498020710.png


Карта 35hp_2_snow only
Убрал снежки, буду наблюдать.
18 Ноя 2018
Да и сообщения от игроков не радуют. Якобы повышение пинга и кики за большой пинг
1542498553368.png

Но если проблема со стороны сервера, то должно быть массовое повышение пинга...
18 Ноя 2018
А вот перечень всех плагинов

Код:
       name                    version     author            file             status  
[  1] Admin Loader            3.4         neygomon          admin_loader.am  running
[  2] FreshBans               1.4.0b      kanagava          fresh_bans_140_  running
[  3] Aliases checker         0.8.2       kanagava          alias_detector0  running
[  4] Teleport Menu           1.8.3-dev+  AMXX Dev Team     telemenu.amxx    running
[  5] CSStatsX SQL            0.7.4       serfreeman1337    csstatsx_sql.am  running
[  6] Stats Configuration     1.8.3-dev+  AMXX Dev Team     statscfg.amxx    running
[  7] Admin Commands          1.8.3-dev+  AMXX Dev Team     admincmd.amxx    running
[  8] Ultimate Chats Control  4.5         neygomon          ucc.amxx         running
[  9] Players Menu            1.7         neugomon          players_menu.am  running
[ 10] [SWPlug] Knife Duel     1.0         Trendy            swp_2.amxx       debug  
[ 11] menufront_cheto_tam     99          grust' <3         menufront_end.a  running
[ 12] Shop for Knife          1.0         bristol           shop_knife.amxx  running
[ 13] FrostNades              2.09        Avalanche         frostnades.amxx  running
[ 14] Knife DeathMatch: VIP   1.0.3       Salvatore         vipmenu.amxx     running
[ 15] [Reapi] Custom Models   1.6.1       neygomon          custom_models.a  running
[ 16] [ReAPI] SF Level Skins  0.1         serfreeman1337    sf_level_skins.  running
[ 17] Spec Money Save         0.2         F@nt0M            spec_money_save  running
[ 18] DemoRecoder             1.2         neygomon          amx_demorec.amx  running
[ 19] Ping Checker            26.0.1 RC1  h1k3              ping_checker.am  running
[ 20] Kill Distance (mod)     0.3f        Nightscream       kill_distance_m  running
[ 21] NoRound Balancer        1.3a        neygomon          noround_balance  running
[ 22] menu                    1           grust' <3         menu.amxx        running
[ 23] Change Team             1.0         neygomon          changeteam.amxx  running
[ 24] resetscore(ReAPI)       1.0         Phantom           resetscore.amxx  running
[ 25] Train Killer            1.0         Pastout!          trainkiller_1.a  running
[ 26] CamChenger              1.0         qazwsxedc         CamChenger.amxx  running
[ 27] Bhop Menu               1.2a        gyxoBka           BhopMenu.amxx    running
[ 28] Hook                    1.0         xxx               hook.amxx        running
[ 29] Invise Water            IDK         IDK               hide_water.amxx  running
[ 30] [ReAPI] Block 'Fire in  0.0.1       sergrib           reapi_block_FIT  running
[ 31] BlockRadio              1.1         Phantom           block_radio.amx  running
[ 32] NameChangeTime          0.0.1       Vaqtincha         block_change_ni  running
[ 33] Rules Menu              1.1         nacya             RulesMenu_2.amx  running
[ 34] gram_naciya             1.0         grus' <3          vrode_grab.amxx  running
[ 35] Menu Greetings          1.0         OverGame          mg.amxx          running
[ 36] [KH] System XmasTree    1.0         Kulogram          KH_System_Xmas_  debug  
[ 37] custom sky              1.1         cheap_suit        customsky.amxx   running
[ 38] Chat Manager            1.1.1-11    Mistrick          chatmanager.amx  running
[ 39] Chat Manager: Addon     0.0.4-70    Mistrick          chatmanager_add  running
[ 40] Advanced Experience Sy  0.5.9 [REA  serfreeman1337/s  aes_main.amxx    running
[ 41] AES: CStrike Addon      0.5.9 [REA  serfreeman1337/s  aes_exp_cstrike  running
[ 42] AES: Informer           0.5.9 [REA  serfreeman1337/s  aes_informer.am  running
[ 43] AES: StatsX             0.5.9 [REA  serfreeman1337/s  aes_statsx_cstr  running
43 plugins, 43 running

Может есть мысли что можно заменить?
 
Сообщения
1,340
Реакции
529
Помог
91 раз(а)
Бывает и такое совпадение, что на хостинге проблемы, а ты в это время что то обновил и затем гадаешь.
 
Сообщения
345
Реакции
77
Помог
14 раз(а)
В общем да. Этот плагин создает нагрузку, но почему такую большую - не понятно.
Ниже приведен график из 3 дней.
С плагином, без и опять с плагином:

1542683143959.png


Также, в последний день теста был замечен массовый кик игроков из-за переполнения канала.
 
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3,050
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1,739
Помог
80 раз(а)
Нормально, если загрузка не поднимается выше ~80%
 

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