Ошибка Компиляции ScorpionBoss

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//AMXXPC compile.exe
// by the AMX Mod X Dev Team


//// zl_boss_scorpion.sma
//
// D:\╤╥╬╦\╩юьяхы ЄюЁ√\1.9.0_scripting\zl_boss_scorpion.sma(1) : fatal error 100: cannot read from file: "zl_scorpion"
//
// Compilation aborted.
// 1 Error.
// Could not locate output file D:\╤╥╬╦\╩юьяхы ЄюЁ√\1.9.0_scripting\compiled\zl_boss_scorpion.amx (compile failed).
//
// Compilation Time: 0,05 sec
// ----------------------------------------

Press enter to exit ...
Компилятор
Локальный
Amx Mod X
1.9.0
Исходный код
#include < zl_scorpion >

#define NAME "ScorpionBoss"
#define AUTHOR "Alexander.3"

#define PLAYER_HP

#define STORM 5
#define NUM_TENTACLE 9
#define OFFSET_TENTACLE 150.0

static g_Resource[][] = {
"models/zl/npc/scorpion/zl_scorpion_f.mdl",
"models/zl/npc/scorpion/zl_tornado.mdl",
"sprites/zl/npc/scorpion/zl_healthbar.spr",
"models/zl/npc/scorpion/zl_swing.mdl", // 3
"models/zl/npc/scorpion/zl_tentacle.mdl",
"models/zl/npc/scorpion/zl_hole.mdl",
"sprites/laserbeam.spr", // 6
"sprites/zl/npc/scorpion/zl_focus.spr",
"sprites/zl/npc/scorpion/zl_healing.spr",
"models/zl/npc/scorpion/zl_tentacle_sign.mdl", // 9
"models/zl/npc/scorpion/zl_tentacle2.mdl" // 10


}

new const g_SoundList[][] = {
"zl/npc/scorpion/appear.wav",
"zl/npc/scorpion/attack1.wav",
"zl/npc/scorpion/attack2.wav",
"zl/npc/scorpion/attack3.wav", // 3
"zl/npc/scorpion/dash_end.wav", // 4
"zl/npc/scorpion/dash_start.wav", // 5
"zl/npc/scorpion/death.wav",
"zl/npc/scorpion/guard_start.wav", // 7
"zl/npc/scorpion/guard_loop.wav",
"zl/npc/scorpion/guard_end.wav",
"zl/npc/scorpion/idle.wav", // 10
"zl/npc/scorpion/step1.wav",
"zl/npc/scorpion/step2.wav",
"zl/npc/scorpion/storm_down.wav",
"zl/npc/scorpion/storm_down2.wav", // 14
"zl/npc/scorpion/storm_prepare.wav",
"zl/npc/scorpion/storm_end.wav",
"zl/npc/scorpion/tentacle1.wav",
"zl/npc/scorpion/tentacle2.wav",
"zl/npc/scorpion/tentacle3.wav",
"zl/npc/scorpion/sandstorm.wav", // 20
"zl/npc/scorpion/windstorm.wav"
}

enum {
IDLE,
RUN,
ATTACK,
TENTACLE,
DASH,
DOWN0,
DOWN1,
TENTACLE2,
REGENERATION
}

static g_Scorpion, g_Ability, g_Tentacle[NUM_TENTACLE]
static i_Resource[sizeof g_Resource], g_MaxPlayer
static e_storm_start[STORM + 1], e_storm_end[STORM + 1]
static e_down[3] // 0 - First, 1 - Phase2, 2 - Two
static Float:g_Damage, g_Phase = 0, Float:g_LiderDamage[33]
static zl_cvar[5], Float:zl_fcvar[2]


public plugin_init() {
register_plugin(NAME, VERSION, AUTHOR)

if (zl_boss_map() != 7) {
pause("ad")
return
}

map_load()

register_think("scorpion_storm", "think_storm")
register_think("scorpion_swing", "think_swing")
register_think("scorpion_tornado", "think_tornado")
register_think("scorpion_hole", "think_hole")
register_think("scorpion_tentacle", "think_tentacle")
register_think("scorpion_regeneration", "think_regeneration")
register_think("scorpion_hpbar", "think_healthbar")
register_think("boss_scorpion", "think_boss")

register_touch("boss_scorpion", "player", "touch_boss")

RegisterHam(Ham_TakeDamage, "info_target", "Hook_Damage", 0)

g_MaxPlayer = get_maxplayers()
}

public think_boss( boss ) {
if (pev(boss, pev_deadflag) == DEAD_DYING) {
return
}

if (zl_player_alive() < 1) {
zl_anim(boss, 1, 1.0)
set_pev(boss, pev_movetype, MOVETYPE_NONE)
set_pev(boss, pev_nextthink, get_gametime() + 0.1)
return
}
static Float:timer
if (timer <= get_gametime() && pev(boss, pev_sequence) == 4 && g_Ability == RUN) {
timer = get_gametime() + zl_fcvar[0]
if (g_Phase < 5)
g_Ability = TENTACLE
else {
switch(random(3)) {
case 0: g_Ability = TENTACLE
case 1: g_Ability = TENTACLE2
case 2: g_Ability = DOWN0
}
}
}

switch(g_Ability) {
case IDLE: zl_anim(boss, 2, 1.0)
case RUN: {
static victim

if (!is_user_alive(victim)) {
victim = zl_player_choose(boss, 0)
}

if (pev(boss, pev_sequence) != 4) {
set_pev(boss, pev_movetype, MOVETYPE_PUSHSTEP)
zl_anim(boss, 4, 1.0)
}

static Float:velocity[3], Float:angle[3]
zl_move(boss, victim, float(zl_cvar[1]), velocity, angle)
set_pev(boss, pev_velocity, velocity)
set_pev(boss, pev_angles, angle)
set_pev(boss, pev_nextthink, get_gametime() + 0.1)
}
case ATTACK: {
set_pev(boss, pev_movetype, MOVETYPE_NONE)

static rnd, victim

if (!rnd) {
rnd = random_num(1, 3)
victim = pev(boss, pev_victim)
}

switch(rnd) {
case 1: {
static num
switch(num) {
case 0: {
zl_anim(boss, 5, 1.0)
set_pev(boss, pev_nextthink, get_gametime() + 1.0)
num++
}
case 1: {
set_pev(boss, pev_nextthink, get_gametime() + 1.0)

if (is_user_alive(victim)) {
if (entity_range(victim, boss) < 290)
ExecuteHamB(Ham_Killed, victim, victim, 2)
}

g_Ability = 1
num = 0
rnd = 0
}
}
}
case 2: {
static num
switch(num) {
case 0: {
zl_anim(boss, 6, 1.0)
set_pev(boss, pev_nextthink, get_gametime() + 1.3)
num++
}
case 1: {
set_pev(boss, pev_nextthink, get_gametime() + 1.0)

if (is_user_alive(victim)) {
if (entity_range(victim, boss) < 320) {
new i
for (i = 1; i <= g_MaxPlayer; ++i) {
if (i == victim)
continue

if (!is_user_alive(i))
continue

if( entity_range(victim, i) > 200)
continue

zl_slap(i, 1000, zl_cvar[2], 0)
zl_screenfade(i, 1, 1, {50, 0, 0}, 50, 1)
zl_screenshake(i, 15, 3)
}
ExecuteHamB(Ham_Killed, victim, victim, 2)
}
}
g_Ability = 1
num = 0
rnd = 0
}
}
}
case 3: {
static num
switch(num) {
case 0: {
zl_anim(boss, 7, 1.0)
set_pev(boss, pev_nextthink, get_gametime() + 1.6)
num++
}
case 1: {
set_pev(boss, pev_nextthink, get_gametime() + 3.0)

new Float:origin[3]
pev(boss, pev_origin, origin)
origin[2] -= 33.0

new swing = create_entity("info_target")
engfunc(EngFunc_SetModel, swing, g_Resource[3])
engfunc(EngFunc_SetOrigin, swing, origin)
set_rendering(swing, kRenderFxNone, 0, 0, 0, kRenderTransAdd, 255)
set_pev(swing, pev_classname, "scorpion_swing")
set_pev(swing, pev_nextthink, get_gametime() + 0.1)
zl_anim(swing, 0, 1.0)

new i
for(i = 1; i<=g_MaxPlayer; ++i) {
if (!is_user_alive(i))
continue

if (entity_range(i, boss) < 465) {
zl_slap(i, 1000, zl_cvar[2], 0)
zl_screenfade(i, 1, 1, {50, 0, 0}, 50, 1)
zl_screenshake(i, 15, 3)
}
}
g_Ability = 1
num = 0
rnd = 0
}
}
}
}

}
case TENTACLE: {
static Float:origin[NUM_TENTACLE][3]
static num

switch(num) {
case 0: {
set_pev(boss, pev_movetype, MOVETYPE_NONE)
set_pev(boss, pev_nextthink, get_gametime() + 0.1)
zl_anim(boss, 2, 1.0)
new i, s, TentaclePlayer[32]
for(i = 1; i<=g_MaxPlayer; ++i) {
if (!is_user_alive(i))
continue

if (entity_range(i, boss) < 630) {
TentaclePlayer[s] = i
s++
}
}
if (s == 0) {
set_pev(boss, pev_victim, 0)
set_pev(boss, pev_nextthink, get_gametime() + 0.1)
g_Ability = DASH
return
}

/* set origin victim */
new Float:origin_victim[3], Float:origin_boss[3], Float:vector[3]

new victim = TentaclePlayer[((s == 1) ? 0 : (random(s)))]

pev(victim, pev_origin, origin_victim)
pev(boss, pev_origin, origin_boss)
xs_vec_sub(origin_victim, origin_boss, vector)
vector_to_angle(vector, vector)
set_pev(boss, pev_angles, vector)

for(i = 0; i < NUM_TENTACLE; ++i)
origin[i][2] = origin_victim[2] - 35.0

origin[0][0] = origin_victim[0]
origin[0][1] = origin_victim[1]

origin[1][0] = origin_victim[0] + OFFSET_TENTACLE
origin[1][1] = origin_victim[1] - OFFSET_TENTACLE

origin[2][0] = origin_victim[0] - OFFSET_TENTACLE
origin[2][1] = origin_victim[1]

origin[3][0] = origin_victim[0]
origin[3][1] = origin_victim[1] - OFFSET_TENTACLE

origin[4][0] = origin_victim[0] + OFFSET_TENTACLE
origin[4][1] = origin_victim[1]

origin[5][0] = origin_victim[0] + OFFSET_TENTACLE
origin[5][1] = origin_victim[1] + OFFSET_TENTACLE

origin[6][0] = origin_victim[0]
origin[6][1] = origin_victim[1] + OFFSET_TENTACLE

origin[7][0] = origin_victim[0] - OFFSET_TENTACLE
origin[7][1] = origin_victim[1] + OFFSET_TENTACLE

origin[8][0] = origin_victim[0] - OFFSET_TENTACLE
origin[8][1] = origin_victim[1] - OFFSET_TENTACLE

num++
}
case 1: {
set_pev(boss, pev_nextthink, get_gametime() + 2.3)
zl_anim(boss, 8, 2.5)
zl_sound(0, g_SoundList[17], 0)
num++
}
case 2: {
new i
for (i = 0; i<NUM_TENTACLE; ++i) {
g_Tentacle[i] = create_entity("info_target")
engfunc(EngFunc_SetModel, g_Tentacle[i], g_Resource[4])
engfunc(EngFunc_SetOrigin, g_Tentacle[i], origin[i])
set_pev(g_Tentacle[i], pev_classname, "scorpion_tentacle")
zl_anim(g_Tentacle[i], 0, 1.0)
}

new victim, player[32], count

for(i = 1; i <= g_MaxPlayer; ++i) {
if(!is_user_alive(i))
continue

if (entity_range(g_Tentacle[0], i) > 220)
continue

set_rendering(i, kRenderFxGlowShell, 0, 0, 255, kRenderNormal, 50)
if(~pev(i, pev_flags) & FL_FROZEN) set_pev(i, pev_flags, pev(i, pev_flags) | FL_FROZEN)
player[count] = i
count++
}

//clear
num = 0
set_pev(boss, pev_nextthink, get_gametime() + 2.0)
g_Ability = DASH

if (count == 0) {
victim = zl_player_choose(boss, ZL_CHOOSE_RANDOM)
set_pev(boss, pev_victim, victim)
return
}

victim = player[((count == 1) ? 0 : (random(count)))]
set_pev(boss, pev_victim, victim)
}
}
}
case DASH: {
static num, Float:origin_end[3]
switch(num) {
case 0: {
new victim = pev(boss, pev_victim)
set_pev(boss, pev_nextthink, get_gametime() + 1.5)
set_pev(boss, pev_movetype, MOVETYPE_NONE)
zl_anim(boss, 17, 1.0)
num++

if (!is_user_alive(victim))
victim = zl_player_choose(boss, ZL_CHOOSE_MAX)

new Float:origin_start[3], Float:vector[3], Float:angle[3]
pev(boss, pev_origin, origin_start)
pev(victim, pev_origin, origin_end)
origin_end[2] = origin_start[2]
xs_vec_sub(origin_end, origin_start, vector)
vector_to_angle(vector, angle)
set_pev(boss, pev_angles, angle)
}
case 1: {
static Float:origin_boss[3], Float:vector[3], Float:len
pev(boss, pev_origin, origin_boss)
xs_vec_sub(origin_end, origin_boss, vector)
len = xs_vec_len(vector)
xs_vec_normalize(vector, vector)
xs_vec_mul_scalar(vector, 1500.0, vector)

if(pev(boss, pev_sequence) != 18) {
set_pev(boss, pev_movetype, MOVETYPE_FLY)
zl_anim(boss, 18, 1.0)
}

if(len <= 100) {
static e
while ((e = engfunc(EngFunc_FindEntityByString, e, "classname", "scorpion_tentacle"))) {
if(pev_valid(e)) {
engfunc(EngFunc_RemoveEntity, e)
}
}

new i
for(i=1; i<=g_MaxPlayer; ++i) {
if(!is_user_alive(i))
continue

if(pev(i, pev_flags) & FL_FROZEN) {
set_rendering(i)
set_pev(i, pev_flags, pev(i, pev_flags) & ~FL_FROZEN)
}
}

set_pev(boss, pev_nextthink, get_gametime() + 1.6)
set_pev(boss, pev_movetype, MOVETYPE_NONE)
zl_anim(boss, 19, 1.0)
g_Ability = RUN
num = 0
return
}
set_pev(boss, pev_nextthink, get_gametime() + 0.1)
set_pev(boss, pev_velocity, vector)
}
}
}
case DOWN0: { // FirstDown
static num
switch(num) {
case 0: {
if (pev(boss, pev_movetype) != MOVETYPE_FLY)
set_pev(boss, pev_movetype, MOVETYPE_FLY)

if (pev(boss, pev_sequence) != 4)
zl_anim(boss, 4, 1.0)

static len, Float:velocity[3], Float:angle[3], Float:origin[3]
static rnd
if (rnd == 0) {
rnd = (random(2) ? e_down[0] : e_down[2])
}
len = zl_move(boss, rnd, float(zl_cvar[1]), velocity, angle)
set_pev(boss, pev_angles, angle)
set_pev(boss, pev_velocity, velocity)

if(len < 70) {
pev(boss, pev_origin, origin)
new hole = create_entity("info_target")
origin[2] -= 30.0
engfunc(EngFunc_SetOrigin, hole, origin)
engfunc(EngFunc_SetModel, hole, g_Resource[5])
set_pev(boss, pev_solid, SOLID_NOT)
set_pev(boss, pev_nextthink, get_gametime() + 8.0)
set_pev(hole, pev_nextthink, get_gametime() + 0.1)
set_pev(hole, pev_classname, "scorpion_hole")
zl_anim(boss, 10, 3.0)
zl_anim(hole, 0, 0.2)
zl_sound(0, g_SoundList[13], 0)
num++
rnd = 0
return
}
set_pev(boss, pev_nextthink, get_gametime() + 0.1)
}
case 1: {
new Float:origin[3]
pev(e_down[random(3)], pev_origin, origin)
engfunc(EngFunc_SetOrigin, boss, origin)
set_pev(boss, pev_solid, SOLID_BBOX)
set_pev(boss, pev_nextthink, get_gametime() + 6.2)
zl_anim(boss, 12, 1.0)
g_Ability = RUN
num = 0
}
}
}
case DOWN1: { // Storm
static num
switch (num) {
case 0: {
if (pev(boss, pev_movetype) != MOVETYPE_FLY)
set_pev(boss, pev_movetype, MOVETYPE_FLY)

if (pev(boss, pev_sequence) != 4)
zl_anim(boss, 4, 1.0)

static len, Float:velocity[3], Float:angle[3]
len = zl_move(boss, e_down[1], float(zl_cvar[1]), velocity, angle)
set_pev(boss, pev_angles, angle)
set_pev(boss, pev_velocity, velocity)

if(len < 70) {
set_pev(boss, pev_solid, SOLID_NOT)
set_pev(boss, pev_nextthink, get_gametime() + 3.0)
zl_anim(boss, 11, 3.0)
zl_sound(0, g_SoundList[14], 0)
num++
return
}
set_pev(boss, pev_nextthink, get_gametime() + 0.1)
}
case 1: {
new i, j, b, a[STORM]
for(i = 0; i < sizeof a; i++)
a[i] = i

for(i = 0; i < sizeof a; i++) {
j = random(sizeof a - 1)
b = a[i]
a[i] = a[j]
a[j] = b
}

new s = 0

static stage
switch(g_Phase) {
case 6: stage = 2
case 7: stage = 3
case 8: stage = 4
case 9: stage = 5
}

for (s = 0; s < stage; ++s) {
new storm = create_entity("info_target")

new Float:origin[3], Float:origin2[3], Float:vector[3]
new random_storm = 0
if(g_Ability == 9) random_storm = random(2)

if (random_storm == 0) {
pev(e_storm_start[a[s]], pev_origin, origin)
pev(e_storm_end[a[s]], pev_origin, origin2)
} else {
pev(e_storm_end[a[s]], pev_origin, origin)
pev(e_storm_start[a[s]], pev_origin, origin2)
}

engfunc(EngFunc_SetOrigin, storm, origin)
engfunc(EngFunc_SetModel, storm, g_Resource[1])
set_pev(storm, pev_classname, "scorpion_storm")
set_pev(storm, pev_nextthink, get_gametime() + 0.1)
set_pev(storm, pev_solid, SOLID_NOT)
set_pev(storm, pev_movetype, MOVETYPE_NOCLIP)

xs_vec_sub(origin2, origin, vector)
xs_vec_normalize(vector, vector)
xs_vec_mul_scalar(vector, 500.0, vector)
set_pev(storm, pev_velocity, vector)

zl_anim(storm, 0, 1.0)
}
zl_sound(0, g_SoundList[21], 0)
set_pev(boss, pev_nextthink, get_gametime() + 7.0)
num++

}
case 2: {
static e
while ((e = engfunc(EngFunc_FindEntityByString, e, "classname", "scorpion_storm"))) {
if(pev_valid(e)) {
engfunc(EngFunc_RemoveEntity, e)
}
}
new Float:origin[3]
pev(e_down[random(3)], pev_origin, origin)
engfunc(EngFunc_SetOrigin, boss, origin)
set_pev(boss, pev_solid, SOLID_BBOX)
set_pev(boss, pev_nextthink, get_gametime() + 6.2)
zl_anim(boss, 12, 1.0)
g_Ability = RUN
num = 0

}
}
}
case TENTACLE2: { // Tentacle
static num
switch(num) {
case 0: {
set_pev(boss, pev_nextthink, get_gametime() + 3.0)
set_pev(boss, pev_movetype, MOVETYPE_NONE)
zl_anim(boss, 9, 1.0)
num++
}
case 1: {
new i, Float:origin[3], Float:end_origin[3]
for(i = 1; i<=g_MaxPlayer; ++i) {
if(!is_user_alive(i))
continue

pev(i, pev_origin, origin)

/* vector create */
origin[2] = origin[2] + 300.0
end_origin[0] = origin[0]
end_origin[1] = origin[1]
end_origin[2] = origin[2] - 600.0

new tr
engfunc(EngFunc_TraceLine, origin, end_origin, IGNORE_MONSTERS, -1, tr)
get_tr2(tr, TR_vecEndPos, end_origin)
end_origin[2] += 1.0
/* end vector create */

new ts = create_entity("info_target")
engfunc(EngFunc_SetModel, ts, g_Resource[9])
engfunc(EngFunc_SetOrigin, ts, end_origin)
set_pev(ts, pev_classname, "scorpion_tentacle")
}
num++
set_pev(boss, pev_nextthink, get_gametime() + 3.0)
zl_sound(0, g_SoundList[19], 0)
}
case 2: {
static e
while ((e = engfunc(EngFunc_FindEntityByString, e, "classname", "scorpion_tentacle"))) {
if(pev_valid(e)) {
engfunc(EngFunc_SetModel, e, g_Resource[10])
zl_anim(e, 0, 0.8)
set_pev(e, pev_nextthink, get_gametime() + 0.1)
}
}
zl_sound(0, g_SoundList[18], 0)
set_pev(boss, pev_nextthink, get_gametime() + 1.3)
num++
}
case 3: {
static e
while ((e = engfunc(EngFunc_FindEntityByString, e, "classname", "scorpion_tentacle"))) {
if(pev_valid(e)) {
engfunc(EngFunc_RemoveEntity, e)
}
}
num = 0
g_Ability = RUN
set_pev(boss, pev_nextthink, get_gametime() + 1.0)
}
}

}
case REGENERATION: {
static num, victim
switch(num) {
case 0: {
if (pev(boss, pev_sequence) != 2) {
set_pev(boss, pev_movetype, MOVETYPE_NONE)
zl_anim(boss, 2, 1.0)
}

new Float:dmg_buff, i = 1
for (i = 1; i <= g_MaxPlayer; ++i) {
if (!is_user_alive(i)) continue

if (g_LiderDamage[i] > dmg_buff) {
dmg_buff = g_LiderDamage[i]
victim = i
}
}

set_pev(boss, pev_victim, victim)
new Float:angle[3]
zl_move(boss, victim, _, _, angle)
set_pev(boss, pev_angles, angle)

set_pev(boss, pev_nextthink, get_gametime() + 2.1)
zl_laser(boss | 0x3000, victim, {0, 255, 0}, 15, 0)
set_rendering(victim, kRenderFxGlowShell, 0, 255, 0, kRenderNormal, 50)

new name[32]
get_user_name(victim, name, charsmax(name))
zl_colorchat(0, "!n[!gScorpion!n] Aggressor focused in !g%s", name)
zl_colorchat(victim, "!n[!gScorpion!n] !gYou !nfocused, please in laser")

num++
}
case 1: {
new Float:angle[3]
pev(boss, pev_angles, angle)
angle[1] = random_float(-180.0, 180.0)
set_pev(boss, pev_angles, angle)
set_pev(boss, pev_nextthink, get_gametime() + 4.0)
zl_anim(boss, 13, 1.0)
num++
}
case 2: {
g_Damage = 0.0
zl_anim(boss, 14, 1.0)

new Float:angle[3], Float:origin[3]
pev(boss, pev_angles, angle)
pev(boss, pev_origin, origin)
angle_vector(angle, ANGLEVECTOR_FORWARD, angle)
origin[0] = origin[0] + angle[0] * 400.0
origin[1] = origin[1] + angle[1] * 400.0
origin[2] -= 32.0

new buff_ent = create_entity("info_target")
engfunc(EngFunc_SetOrigin, buff_ent, origin)
engfunc(EngFunc_SetModel, buff_ent, g_Resource[7])
set_pev(buff_ent, pev_classname, "scorpion_regeneration")
set_pev(buff_ent, pev_nextthink, get_gametime() + 0.1)
set_pev(boss, pev_nextthink, get_gametime() + 8.0)
set_pev(buff_ent, pev_angles, {90.0, 0.0, 0.0})

zl_laser(boss | 0x3000, buff_ent, {255, 0, 0}, 80, 50)
num++
}
case 3: {
if (pev(boss, pev_sequence) == 16) {
set_pev(boss, pev_nextthink, get_gametime() + 1.9)
set_pev(boss, pev_victim, 0)
set_rendering(victim)
g_Ability = RUN
num = 0
victim = 0
return
}
zl_anim(boss, 15, 1.0)
set_pev(boss, pev_nextthink, get_gametime() + 2.0)
set_rendering(victim)
set_pev(boss, pev_victim, 0)
victim = 0
num++
}
case 4: {
new Float:origin[3]
pev(boss, pev_origin, origin)

message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(TE_SPRITE)
engfunc(EngFunc_WriteCoord, origin[0]) // x
engfunc(EngFunc_WriteCoord, origin[1]) // y
engfunc(EngFunc_WriteCoord, origin[2] + 50.0) // z
write_short(i_Resource[8]) // sprite index
write_byte(50) // scale in 0.1's
write_byte(200) // brightness
message_end()

zl_anim(boss, 2, 1.0)
num++

set_pev(boss, pev_nextthink, get_gametime() + 0.1)
}
case 5..22: {
static Float:hp_max, Float:base_regen
static Float:hp, pre
pev(boss, pev_max_health, hp_max)
pev(boss, pev_health, hp)

if (pre == 0) {
g_Damage = g_Damage * zl_fcvar[1]
g_Damage = g_Damage / 17.0
//base_regen = hp_max / 10.0

set_pev(boss, pev_health, hp+base_regen)
pre = 1

/* Update information for bugfixed */
pev(boss, pev_health, hp)
pev(boss, pev_max_health, hp_max)
}

if (hp <= hp_max) set_pev(boss, pev_health, hp+g_Damage)

set_pev(boss, pev_nextthink, get_gametime() + 0.1)

if(num == 22) {
new Float:procent
procent = (g_Damage * 17.0) * 100.0 / hp_max
zl_colorchat(0, "!n[!gScorpion!n] Boss healing !g%d%%", floatround(procent))
pre = 0
}

num++
}
case 23: {
g_Ability = RUN
set_pev(boss, pev_nextthink, get_gametime() + 0.1)
num = 0
}
}
}
}
}

public Hook_Damage(boss, w, player, Float:dmg, dt) {
if (!zl_boss_valid( boss ))
return HAM_IGNORED

g_LiderDamage[player] += dmg

if (g_Ability != REGENERATION)
return HAM_IGNORED

g_Damage += dmg
return HAM_SUPERCEDE
}

public think_regeneration( e ) {
static num
switch (num) {
case 0..80: {
static victim
victim = pev(g_Scorpion, pev_victim)
set_pev(e, pev_nextthink, get_gametime() + 0.1)

if (victim == 0) {
num = 81
return
}

if (entity_range(victim, e) < 40) {
zl_anim(g_Scorpion, 16, 1.0)
set_pev(g_Scorpion, pev_nextthink, get_gametime() + 0.1)
num = 51
return
}
num++
}
case 81: {
num = 0
engfunc(EngFunc_RemoveEntity, e)
}
}
}

public think_hole( hole ) {
#define TORNADO 8
#define TORNADO_DEF 15
#define TORNADO_OFFSET 100.0
static num
switch (num) {
case 0: {
static i, n, Float:velocity[3]
for(i = 1; i<=g_MaxPlayer; ++i) {
if (!is_user_alive(i))
continue

zl_move(i, hole, 900.0, velocity)
set_pev(i, pev_velocity, velocity)
}
n++

if(n > 30) {
set_pev(hole, pev_effects, EF_NODRAW)
set_pev(hole, pev_nextthink, get_gametime() + 3.0)
n = 0
num++
return
}
set_pev(hole, pev_nextthink, get_gametime() + 0.1)
}
case 1: {
new t, Float:origin[3], Float:origin_tornado[TORNADO][3]
pev(hole, pev_origin, origin)

origin_tornado[0][0] = origin[0] + TORNADO_OFFSET
origin_tornado[0][1] = origin[1]

origin_tornado[1][0] = origin[0]
origin_tornado[1][1] = origin[1] + TORNADO_OFFSET

origin_tornado[2][0] = origin[0] + TORNADO_OFFSET
origin_tornado[2][1] = origin[1] - TORNADO_OFFSET

origin_tornado[3][0] = origin[0] - TORNADO_OFFSET
origin_tornado[3][1] = origin[1] + TORNADO_OFFSET

origin_tornado[4][0] = origin[0] + TORNADO_OFFSET
origin_tornado[4][1] = origin[1] + TORNADO_OFFSET

origin_tornado[5][0] = origin[0] - TORNADO_OFFSET
origin_tornado[5][1] = origin[1] - TORNADO_OFFSET

origin_tornado[6][0] = origin[0] - TORNADO_OFFSET
origin_tornado[6][1] = origin[1]

origin_tornado[7][0] = origin[0]
origin_tornado[7][1] = origin[1] - TORNADO_OFFSET


for (t = 0; t<TORNADO; ++t){
origin_tornado[t][2] = origin[2]

new Float:vector[3]
xs_vec_sub(origin_tornado[t], origin, vector)
xs_vec_normalize(vector, vector)
xs_vec_mul_scalar(vector, 1500.0, vector)

new tornado = create_entity("info_target")
engfunc(EngFunc_SetModel, tornado, g_Resource[1])
engfunc(EngFunc_SetOrigin, tornado, origin)
set_pev(tornado, pev_movetype, MOVETYPE_FLY)
set_pev(tornado, pev_solid, SOLID_NOT)
set_pev(tornado, pev_velocity, vector)
set_pev(tornado, pev_classname, "scorpion_tornado")
set_pev(tornado, pev_nextthink, get_gametime() + 0.1)
zl_anim(tornado, 0, 1.0)
}
zl_sound(0, g_SoundList[20], 0)
engfunc(EngFunc_RemoveEntity, hole)
num = 0
}
}
}

public think_tornado( t ) {
static n
n++

new i
for(i = 1; i<=g_MaxPlayer; ++i) {
if(!is_user_alive(i))
continue

if (entity_range(i, t) < 260) {
set_pev(i, pev_velocity, {0.0, 0.0, 900.0}) // Fucking nigga
}
}

if (n > 50) {
n = 0
static e
while ( (e = engfunc(EngFunc_FindEntityByString, e, "classname", "scorpion_tornado")) )
if(pev_valid(e)) engfunc(EngFunc_RemoveEntity, e)
return
}

set_pev(t, pev_nextthink, get_gametime() + 0.1)
}

public touch_boss(boss, player) {
if (g_Ability == ATTACK || g_Ability == REGENERATION) return
if (g_Ability == RUN) {
if (pev(boss, pev_sequence) != 4) return
set_pev(boss, pev_victim, player)
g_Ability = 2
return
}

if (is_user_alive(player)) {
ExecuteHamB(Ham_Killed, player, player, 2)
set_rendering(player)
}
}

public think_storm( tornado ) {
if (!pev_valid(tornado))
return

new i
for(i = 1; i<=g_MaxPlayer; ++i) {
if(!is_user_alive(i))
continue

if (entity_range(i, tornado) < 400) {
zl_damage(i, zl_cvar[3], 0)
set_pev(i, pev_velocity, {0.0, 0.0, 700.0})
}
}
set_pev(tornado, pev_nextthink, get_gametime() + 0.1)
}

public think_tentacle( e ) {
new i
for(i = 1; i<=g_MaxPlayer; ++i) {
if(!is_user_alive(i))
continue

if (entity_range(i, e) < 60) {
zl_damage(i, zl_cvar[4], 0)
set_pev(i, pev_velocity, {0.0, 0.0, 700.0})
}
}
}

public think_swing( swing ) {
static a
if (a <= 0) a = 255

set_rendering(swing, kRenderFxNone, 0, 0, 0, kRenderTransAdd, a)

a = a - 10

if (a <= 0) {
engfunc(EngFunc_RemoveEntity, swing)
return
}

set_pev(swing, pev_nextthink, get_gametime() + 0.1)
}

public think_healthbar( e ) {
if (!pev_valid(e))
return

if (pev(g_Scorpion, pev_deadflag) == DEAD_DYING) {
engfunc(EngFunc_RemoveEntity, e)
return
}
static Float:hp_current, Float:hp_maximum, Float:percent
pev(g_Scorpion, pev_max_health, hp_maximum)
pev(g_Scorpion, pev_health, hp_current)
percent = 100 - hp_current * 100.0 / hp_maximum

set_pev(e, pev_frame, percent)
set_pev(e, pev_nextthink, get_gametime() + 0.1)

if(pev(g_Scorpion, pev_sequence) != 4 && g_Ability != RUN)
return

switch(100 - floatround(percent)) {
case 81..90: {
if (g_Phase != 1) {
g_Phase = 1
g_Ability = TENTACLE2
}
}
case 71..80: {
if (g_Phase != 2) {
g_Phase = 2
g_Ability = DOWN0
}
}
case 61..70: {
if (g_Phase != 3) {
g_Phase = 3
g_Ability = TENTACLE2
}
}
case 51..60: {
if (g_Phase != 4) {
g_Phase = 4
g_Ability = DOWN0
}
}
case 41..50: {
if (g_Phase != 5) {
g_Phase = 5
g_Ability = REGENERATION
}
}
case 31..40: {
if (g_Phase != 6) {
g_Phase = 6
g_Ability = DOWN1
}
}
case 21..30: {
if (g_Phase != 7) {
g_Phase = 7
g_Ability = DOWN1
}
}
case 11..20: {
if (g_Phase != 8) {
g_Phase = 8
g_Ability = DOWN1
}
}
case 1..10: {
if (g_Phase != 9) {
g_Phase = 9
g_Ability = DOWN1
}
}
}
}

public zl_timer(timer, prepare) {
static bool:boss_spawn = false, hp
if (prepare == 1) {
set_pev(hp, pev_effects, pev(hp, pev_effects) & ~EF_NODRAW)
set_pev(g_Scorpion, pev_deadflag, DEAD_NO)
set_pev(g_Scorpion, pev_takedamage, DAMAGE_YES)
set_pev(g_Scorpion, pev_nextthink, get_gametime() + 0.1)
#if defined PLAYER_HP
set_pev(g_Scorpion, pev_health, float(PlayerHp(zl_cvar[0])))
set_pev(g_Scorpion, pev_max_health, float(PlayerHp(zl_cvar[0])))
#else
set_pev(g_Scorpion, pev_health, float(zl_cvar[0]))
set_pev(g_Scorpion, pev_max_health, float(zl_cvar[0]))
#endif
g_Ability = 1
}

if (!boss_spawn) {
// Boss
engfunc(EngFunc_SetModel, g_Scorpion, g_Resource[0])
engfunc(EngFunc_SetSize, g_Scorpion, Float:{-80.0, -80.0, -32.0}, Float:{80.0, 80.0, 96.0})


set_pev(g_Scorpion, pev_deadflag, DEAD_RESPAWNABLE)
set_pev(g_Scorpion, pev_takedamage, DAMAGE_NO)
set_pev(g_Scorpion, pev_solid, SOLID_SLIDEBOX)
set_pev(g_Scorpion, pev_movetype, MOVETYPE_TOSS)
set_pev(g_Scorpion, pev_classname, "boss_scorpion")
set_pev(g_Scorpion, pev_angles, {0.336914, 89.313354, 0.000000})
set_pev(g_Scorpion, pev_euser2, 1)
zl_anim(g_Scorpion, 1, 1.0)

// HpBar
hp = create_entity("info_target")
engfunc(EngFunc_SetModel, hp, g_Resource[2])
set_pev(hp, pev_skin, g_Scorpion)
set_pev(hp, pev_body, 1)
set_pev(hp, pev_movetype, MOVETYPE_FOLLOW)
set_pev(hp, pev_classname, "scorpion_hpbar")
set_pev(hp, pev_effects, EF_NODRAW)
set_pev(hp, pev_scale, 0.6)

set_pev(g_Scorpion, pev_nextthink, get_gametime() + 12.0)
set_pev(hp, pev_nextthink, get_gametime() + 0.1)
boss_spawn = !boss_spawn
}
}

PlayerHp(hp) {
new Count, Hp, id
for(id = 1; id <= g_MaxPlayer; id++)
if (is_user_alive(id) && !is_user_bot(id))
Count++

Hp = hp * Count
return Hp
}

public plugin_cfg() {
new path[64]
get_localinfo("amxx_configsdir", path, charsmax(path))
format(path, charsmax(path), "%s/zl/zl_scorpionboss.ini", path)

if (!file_exists(path)) {
new error[100]
formatex(error, charsmax(error), "Cannot load customization file %s!", path)
set_fail_state(error)
return
}

new linedata[2048], key[64], value[960], section
new file = fopen(path, "rt")

while (file && !feof(file)) {
fgets(file, linedata, charsmax(linedata))
replace(linedata, charsmax(linedata), "^n", "")

if (!linedata[0] || linedata[0] == '/') continue;
if (linedata[0] == '[') { section++; continue; }

strtok(linedata, key, charsmax(key), value, charsmax(value), '=')
trim(key)
trim(value)

switch (section) {
case 1: { // GENERAL
if (equal(key, "BOSS_HP"))
zl_cvar[0] = str_to_num(value)
else if (equal(key, "BOSS_SPEED"))
zl_cvar[1] = str_to_num(value)
else if (equal(key, "BOSS_TIME_ABILITY"))
zl_fcvar[0] = str_to_float(value)
else if (equal(key, "BOSS_DAMAGE_ATTACK"))
zl_cvar[2] = str_to_num(value)
else if (equal(key, "BOSS_REGEN_M"))
zl_fcvar[1] = str_to_float(value)
else if (equal(key, "BOSS_DAMAGE_STORM"))
zl_cvar[3] = str_to_num(value)
else if (equal(key, "BOSS_DAMAGE_TENTACLE"))
zl_cvar[4] = str_to_num(value)
}
}
}
if (file) fclose(file)
}

map_load() {
static i, szStrin[32]

for (i = 0; i <= STORM; ++i) {
format(szStrin, charsmax(szStrin), "go_%d", i + 1)
e_storm_start[i] = engfunc(EngFunc_FindEntityByString, e_storm_start[i], "targetname", szStrin)

format(szStrin, charsmax(szStrin), "go_end_%d", i + 1)
e_storm_end[i] = engfunc(EngFunc_FindEntityByString, e_storm_end[i], "targetname", szStrin)
}

for (i = 0; i < 3; ++i) {
format(szStrin, charsmax(szStrin), "down%d", i)
e_down[i] = engfunc(EngFunc_FindEntityByString, e_down[i], "targetname", szStrin)
}

g_Scorpion = engfunc(EngFunc_FindEntityByString, g_Scorpion, "targetname", "boss_spawn")
}

public plugin_precache() {
if (zl_boss_map() != 7)
return

static i
for (i = 0; i < sizeof g_Resource; ++i)
i_Resource[i] = precache_model(g_Resource[i])

for (i = 0; i < sizeof g_SoundList; ++i)
precache_sound(g_SoundList[i])
}

stock zl_laser(a, b, Color[3], timer, noise) {
message_begin( MSG_BROADCAST, SVC_TEMPENTITY )
write_byte( TE_BEAMENTS )
write_short( a )
write_short( b )
write_short( i_Resource[6] )
write_byte( 1 ) // framestart
write_byte( 1 ) // framerate
write_byte( timer ) // life in 0.1's
write_byte( 8 ) // width
write_byte( noise ) // noise
write_byte( Color[0] ) // r, g, b
write_byte( Color[1] ) // r, g, b
write_byte( Color[2] ) // r, g, b
write_byte( 200 ) // brightness
write_byte( 0 ) // speed
message_end()
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1049\\ f0\\ fs16 \n\\ par }
*/
Подскажите где ошибка?
21 Сен 2019
Можно закрывать. Нашёл причину. Не хватало zl_scorpion.inc
 
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