Andrey | Дата: Среда, 17.07.2013, 13:38 | Сообщение # 1 |
- Сообщения: 64
- Награды: 1
- Замечания:
|
Помогите сделать ограничение на покупку гранаты "Conc"\ Что бы игрок мог купить эту гранату всего раз за раунд.
Код /* [ZP]Extra Item: Concussion Grenade Copyright (C) 2009 by NiHiLaNTh
This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. In addition, as a special exception, the author gives permission to link the code of this program with the Half-Life Game Engine ("HL Engine") and Modified Game Libraries ("MODs") developed by Valve, L.L.C ("Valve"). You must obey the GNU General Public License in all respects for all of the code used other than the HL Engine and MODs from Valve. If you modify this file, you may extend this exception to your version of the file, but you are not obligated to do so. If you do not wish to do so, delete this exception statement from your version.
--- Introduction --- This plugin adds new weapon to zombie plague - concussion grenade.I took this idead from Team Fortress Classic.When grenade explodes it doesn't do any damage, but it starts to make hallucinations to players, such as screen shake, screen fade, recoil changes. --- CVARs --- zp_conc_nade_radius 500 -- Explosion radius zp_conc_nade_duration 7 -- Duration of hallucinations --- Credits --- NiHiLaNTh - Plugin dels - Grenade model MeRcyLeZZ - Some useful code parts xPaw / Xellath - Code optimization --- Changelog --- v1.0 - Initial release v1.1 - Optimized code ( Thanks xPaw and Xellath )
*/
#include < amxmodx > #include < fakemeta > #include < hamsandwich > #include < fun > #include < zombieplague >
// Plugin version #define VERSION "1.1"
// Defines #define MAXPLAYERS 32 #define FCVAR_FLAGS ( FCVAR_SERVER | FCVAR_SPONLY | FCVAR_UNLOGGED ) #define OFFSET_PLAYER 41 #define OFFSET_ACTIVE 373 #define LINUX_DIFF 5 #define NADE_TYPE_CONC pev_iuser2 //#define UNIT_SECOND (1<<12) #define FFADE_IN 0x0000 #define FFADE_OUT 0x0001 #define REPEAT 0.2 // Time when next screen fade/shake message is being sent #define TASK_AFFECT 666 #define ID_AFFECT ( taskid - TASK_AFFECT )
// Grenade cost #define GRENADE_COST 15
// Grenade model new const grenade_model [ ] = "models/v_grenade_conc.mdl"
// Sounds new const explosion_sound [ ] = "zombie_plague/concgren_blast1.wav" new const purchase_sound [ ] = "items/gunpickup2.wav"
// Cached sprite indexes new m_iTrail, m_iRing
// Item ID new g_conc
// Player variable new g_hasConc [ MAXPLAYERS + 1 ]
// Message ID's new g_msgScreenFade, g_msgScreenShake
// CVAR pointers new cvar_nade_radius, cvar_duration
// Precache public plugin_precache ( ) { // Precache grenade models precache_model ( grenade_model ) // Precache sounds precache_sound ( explosion_sound ) precache_sound ( purchase_sound ) // Precache sprites m_iRing = precache_model ( "sprites/shockwave.spr" ) m_iTrail = precache_model ( "sprites/laserbeam.spr" ) }
// Plugin initialization public plugin_init ( ) { // New plugin register_plugin ( " [ZP]Extra Item: Concussion Grenade", VERSION, "NiHiLaNTh" ) // Add cvar to detect servers with this plugin register_cvar ( "zp_concgren_version", VERSION, FCVAR_FLAGS ) // New extra item g_conc = zp_register_extra_item ( "Concussion Grenade", GRENADE_COST, ZP_TEAM_ZOMBIE ) // Events register_event ( "HLTV", "Event_NewRound", "a", "1=0", "2=0" ) register_event ( "DeathMsg", "Event_DeathMsg", "a" ) register_event ( "CurWeapon", "Event_CurrentWeapon", "be", "1=1", "2=25" ) // Forwards register_forward ( FM_SetModel, "fw_SetModel" ) RegisterHam ( Ham_Think, "grenade", "fw_ThinkGrenade" ) register_forward ( FM_CmdStart, "fw_CmdStart" ) // CVARs cvar_nade_radius = register_cvar ( "zp_conc_nade_radius", "500" ) cvar_duration = register_cvar ( "zp_conc_nade_duration", "7" ) // Messages g_msgScreenShake = get_user_msgid ( "ScreenShake" ) g_msgScreenFade = get_user_msgid ( "ScreenFade" ) }
// Someone decided to buy our an extra item public zp_extra_item_selected ( Player, Item ) { // This is our grenade if ( Item == g_conc ) { // Player already have it if ( g_hasConc [ Player ] ) { // Notice him about that client_print ( Player, print_chat, " [ZP]You already have this item" ) return ZP_PLUGIN_HANDLED } else { // Now we have grenade g_hasConc [ Player ] = true // Give him flashbang give_item ( Player, "weapon_flashbang" ) // Play purchase sound client_cmd ( Player, "spk %s", purchase_sound ) } } return PLUGIN_CONTINUE } // Someone was infected public zp_user_infected_post ( Player, Infector ) { // We were affected by concussion grenade if ( task_exists ( Player+TASK_AFFECT ) ) remove_task ( Player+TASK_AFFECT ) }
// Someone were turned back to human public zp_user_humanized_post ( Player, Survivor ) { // We dont' have nade anymore if ( g_hasConc [ Player ] ) g_hasConc [ Player ] = false }
// New round started public Event_NewRound ( ) { // They loose conc.grenade arrayset ( g_hasConc, false, 33 ) // And they aren't affected by conc.grenade remove_task ( TASK_AFFECT ) }
// Someone died public Event_DeathMsg ( ) { // Get victim new victim = read_data ( 2 ) // He had conc.grenade if ( g_hasConc [ victim ] ) g_hasConc [ victim ] = false else if ( task_exists ( victim+TASK_AFFECT ) ) // We were affected remove_task ( victim+TASK_AFFECT ) }
// Current weapon player is holding public Event_CurrentWeapon ( Player ) { // Dead or not zombie if ( !is_user_alive ( Player ) || !zp_get_user_zombie ( Player ) ) return PLUGIN_CONTINUE // Replace flashbang model with our set_pev ( Player, pev_viewmodel2, grenade_model ) return PLUGIN_CONTINUE }
// Set model public fw_SetModel ( Entity, const Model [ ] ) { // Prevent invalid ent messages if ( !pev_valid ( Entity ) ) return // Grenade not thrown yet if ( pev ( Entity, pev_dmgtime ) == 0.0 ) return // We are throwing concussion grenade if ( g_hasConc [ pev ( Entity, pev_owner ) ] && equal ( Model [7 ], "w_fl", 4 ) ) { //Draw trail message_begin ( MSG_BROADCAST, SVC_TEMPENTITY ) write_byte ( TE_BEAMFOLLOW ) // Temp entity ID write_short ( Entity ) // Entity to follow write_short ( m_iTrail ) // Sprite index write_byte ( 10 ) // Life write_byte ( 10 ) // Line width write_byte ( 255 ) // Red amount write_byte ( 255 ) // Blue amount write_byte ( 0 ) // Blue amount write_byte ( 255 ) // Alpha message_end ( ) // Set grenade entity set_pev ( Entity, pev_flTimeStepSound, NADE_TYPE_CONC ) } }
// Grenade is getting to explode public fw_ThinkGrenade ( Entity ) { // Prevent invalid ent messages if ( !pev_valid ( Entity ) ) return HAM_IGNORED // Get damage time static Float:dmg_time pev ( Entity, pev_dmgtime, dmg_time ) // maybe it is time to go off if ( dmg_time > get_gametime ( ) ) return HAM_IGNORED // Our grenade if ( pev ( Entity, pev_flTimeStepSound ) == NADE_TYPE_CONC ) { // Force to explode concussion_explode ( Entity ) return HAM_SUPERCEDE } return HAM_IGNORED }
// Command start public fw_CmdStart ( Player, UC_Handle, Seed ) { // Dead, zombie or not affected if ( !is_user_alive ( Player ) || zp_get_user_zombie ( Player ) || !task_exists ( Player+TASK_AFFECT ) ) return FMRES_IGNORED // Get buttons new buttons = get_uc ( UC_Handle, UC_Buttons ) // We are firing if ( buttons & IN_ATTACK ) { // We are holding an active weapon if ( get_pdata_cbase ( Player, OFFSET_ACTIVE, LINUX_DIFF ) ) { // New recoil set_pev ( Player, pev_punchangle, Float:{3.0, 3.0, 4.0} ) } } return FMRES_HANDLED }
// Grenade explode public concussion_explode ( Entity ) { // Invalid entity ? if ( !pev_valid ( Entity ) ) return // Get entities origin static Float:origin [ 3 ] pev ( Entity, pev_origin, origin ) // Draw ring UTIL_DrawRing (origin ) // Explosion sound emit_sound ( Entity, CHAN_WEAPON, explosion_sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM ) // Collisions static victim victim = -1 // Find radius static Float:radius radius = get_pcvar_float ( cvar_nade_radius ) // Find all players in a radius while ( ( victim = engfunc ( EngFunc_FindEntityInSphere, victim, origin, radius ) ) != 0 ) { // Dead or zombie if ( !is_user_alive ( victim ) || zp_get_user_zombie ( victim ) ) continue // Victim isn't affected yet if ( !task_exists ( victim+TASK_AFFECT ) ) { // Get duration new duration = get_pcvar_num ( cvar_duration ) // Calculate affect times new affect_count = floatround ( duration / REPEAT ) // Continiously affect them set_task ( REPEAT, "affect_victim", victim+TASK_AFFECT, _, _, "a", affect_count ) } } // Remove entity from ground engfunc ( EngFunc_RemoveEntity, Entity ) // We dont' have grenade anymore g_hasConc [ pev ( Entity, pev_owner ) ] = false }
// We are going to affect you public affect_victim ( taskid ) { // Dead if ( !is_user_alive ( ID_AFFECT ) ) return // Make a screen fade message_begin ( MSG_ONE_UNRELIABLE, g_msgScreenFade, {0,0,0}, ID_AFFECT ) write_short ( 1<<13 ) // Duration write_short ( 1<<14 ) // Hold Time write_short ( FFADE_IN ) // Fade type write_byte ( random_num ( 50, 200 ) ) // Red amount write_byte ( random_num ( 50, 200 ) ) // Green amount write_byte ( random_num ( 50, 200 ) ) // Blue amount write_byte ( random_num ( 50, 200 ) ) // Alpha message_end ( ) // Make a screen shake message_begin ( MSG_ONE_UNRELIABLE, g_msgScreenShake, {0,0,0}, ID_AFFECT ) write_short ( 0xFFFF ) // Amplitude write_short ( 1<<13 ) // Duration write_short ( 0xFFFF ) // Frequency message_end ( ) }
// Draw explosion ring ( from zombie_plague40.sma ) stock UTIL_DrawRing ( const Float:origin [ 3 ] ) { engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, origin, 0) write_byte(TE_BEAMCYLINDER) // TE id engfunc(EngFunc_WriteCoord, origin[0]) // x engfunc(EngFunc_WriteCoord, origin[1]) // y engfunc(EngFunc_WriteCoord, origin[2]) // z engfunc(EngFunc_WriteCoord, origin[0]) // x axis engfunc(EngFunc_WriteCoord, origin[1]) // y axis engfunc(EngFunc_WriteCoord, origin[2]+555.0) // z axis write_short( m_iRing ) // sprite write_byte(0) // startframe write_byte(0) // framerate write_byte(4) // life write_byte(60) // width write_byte(0) // noise write_byte(200) // red write_byte(200) // green write_byte(200) // blue 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 } */
|
|
| |
493284988936 | Дата: Понедельник, 22.07.2013, 20:27 | Сообщение # 2 |
- Сообщения: 73
- Награды: 2
- Замечания:
|
В самое начало new block[33]
Свою заменяй на эту public zp_extra_item_selected ( Player, Item ) { if(block [Player]== 1) { return PLUGIN_HANDLED }else{ // This is our grenade if ( Item == g_conc ) { // Player already have it if ( g_hasConc [ Player ] ) { // Notice him about that client_print ( Player, print_chat, " [ZP]You already have this item" ) return ZP_PLUGIN_HANDLED } else { // Now we have grenade g_hasConc [ Player ] = true
// Give him flashbang give_item ( Player, "weapon_flashbang" )
// Play purchase sound client_cmd ( Player, "spk %s", purchase_sound ) } } } return PLUGIN_CONTINUE }
Тоже заменяй public Event_NewRound ( ) { // They loose conc.grenade arrayset ( g_hasConc, false, 33 ) // And they aren't affected by conc.grenade remove_task ( TASK_AFFECT ) for(new id = 1;id <= get_maxplayers(); id++) { block [id]= 0 } }
Сёрф сборка http://perfect-soft.su/forum/14-1998-1 Skype: swimup-pro
Сообщение отредактировал 493284988936 - Понедельник, 22.07.2013, 20:27 |
|
| |