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[CS1.6] NPC卡在一起问题,求各位高手解决。谢谢了,我自己改了,没成功
(NPC卡在一起问题,求各位高手解决。谢谢了,我自己改了,没成功)
new const npc_mdl[] = "models/ganymede/ganymede.mdl" new const hp_spr[] = "sprites/ganymede/ganymedehp.spr" new const npc_sound[11][] = { "ganymede/dash.wav", "ganymede/death.wav", "ganymede/boss_footstep_1.wav", "ganymede/boss_footstep_2.wav", "ganymede/zbs_fail.wav", "ganymede/zbs_clear.wav", "ganymede/attack.wav", "ganymede/hurt2.wav", "ganymede/attack2.wav", "ganymede/thunder.wav", "ganymede/prepare.wav" } #define npc_healthpoints 30000.0 // Ganymede health #define npc_mh_damage 1000.0 // Ganymede dash damage in percentage (1000.0 instant kill) #define npc_simple_attack_damage 50.0 // Ganymede simple attack damage in percentage #define npc_start_think 1 #define npc_clear 2 #define npc_restart 3 #define npc_create 4 #define npc_ability 5 #define npc_think_player 6 #define npc_set_attack3 7 #define npc_idle 8 #define npc_reload_skill 9 #define npc_skill3 10 #define npc_run 11 #define npc_stop 12 #define npc_simple_attack 13 #define npc_simple_attack2 14 #define map_music 15 #define FALL_VELOCITY 350.0 #define RefreshPlayersList() get_players(g_iPlayers, g_iNum, g_szAliveFlags) static y_ids new bool:g_bRestoreVel new Float:g_vecVel[3] new g_cvarPainShockFree new g_fmPlayerPreThink new g_fmPlayerPreThink_Post new hologramas new semiclip const MAX_PLAYERS = 32 new g_iPlayers[MAX_PLAYERS], g_iNum, g_iPlayer, i new const g_szAliveFlags[] = "a" new y_think, y_bleeding[2], y_run, y_hpbar new y_npc_mdl, y_start_npc, y_start_thinking new Float:HAngles[3], Float:VAngles[3], Float:y_spawn_points[3] new const map_sound[2][] = { "sound/ganymede/scenario_ready.mp3", "sound/ganymede/scenario_start.mp3" } #define PLUGIN "NPC Ganymede" // Ganymede/Siege Type Deimos #define VERSION "Public" #define AUTHOR "Glamurnaya Kisa" #include <amxmodx> #include <engine> #include <fakemeta> #include <fakemeta_+> // Fakemeta_Util + Sql #include <hamsandwich> #include <xs> #include <cstrike> #include <fun> public plugin_init() { register_clcmd("get_position", "npc_position") register_clcmd("make_ganymede", "create_ganymede") register_clcmd("npc_attack_mh", "npc_attack_mh_ent") register_think("npc_ganymede", "npc_ganymede_think") register_touch("npc_ganymede", "*", "npc_ganymede_touch") register_logevent("event_roundstart", 2, "1=Round_Start") register_logevent("event_roundend", 2, "1=Round_End") RegisterHam(Ham_Spawn, "player", "player_spawn", 1) g_cvarPainShockFree = register_cvar("amx_painshockfree", "1", FCVAR_SERVER) g_fmPlayerPreThink = register_forward(FM_PlayerPreThink, "onPlayerPreThink") g_fmPlayerPreThink_Post = register_forward(FM_PlayerPreThink, "onPlayerPreThink_Post", 1) register_forward(FM_AddToFullPack, "FM_client_AddToFullPack_Post", 1) RegisterHam(Ham_Player_PreThink, "player", "Ham_CBasePlayer_PreThink_Post", 1) hologramas = register_cvar("hologram","0") semiclip = register_cvar("semiclip","1") register_plugin(PLUGIN, VERSION, AUTHOR) if(!cvar_exists("mp_falldamage")) { register_cvar("mp_falldamage", "0"); } } public FM_client_AddToFullPack_Post(es, e, iEnt, id, hostflags, player, pSet) { if( player && id != iEnt && get_orig_retval() && is_user_alive(id) ) { if( get_pcvar_num(semiclip) == 1) { set_es(es, ES_Solid, SOLID_NOT) } if( get_pcvar_num(hologramas) == 1 ) { set_es(es, ES_RenderMode, kRenderTransAdd) set_es(es, ES_RenderAmt, 80) set_es(es, ES_RenderColor, 0, 0, 0) set_es(es, ES_RenderFx, kRenderFxDistort) } if(is_user_alive(id) && get_pcvar_num(semiclip) == 0 ) { set_pev(id, pev_solid, SOLID_SLIDEBOX) } } } public Ham_CBasePlayer_PreThink_Post(id) { if( !is_user_alive(id) ) { return } if(get_pcvar_num(semiclip) == 1) { RefreshPlayersList()
for(i = 0; i<g_iNum; i++) { g_iPlayer = g_iPlayers if( id != g_iPlayer ) { set_pev(g_iPlayer, pev_solid, SOLID_NOT) } } } } public plugin_end() { if(g_fmPlayerPreThink) unregister_forward(FM_PlayerPreThink, g_fmPlayerPreThink) if(g_fmPlayerPreThink_Post) unregister_forward(FM_PlayerPreThink, g_fmPlayerPreThink_Post, 1) } public onPlayerPreThink(id) { if(get_pcvar_num(g_cvarPainShockFree)) { if(pev_valid(id) && is_user_alive(id) && (FL_ONGROUND & pev(id, pev_flags))) { pev(id, pev_velocity, g_vecVel) g_bRestoreVel = true } return FMRES_HANDLED } return FMRES_IGNORED } public onPlayerPreThink_Post(id) { if(g_bRestoreVel) { g_bRestoreVel = false if(!(FL_ONTRAIN & pev(id, pev_flags))) { static iGEnt iGEnt = pev(id, pev_groundentity) if(pev_valid(iGEnt) && (FL_CONVEYOR & pev(iGEnt, pev_flags))) { static Float:vecTemp[3] pev(id, pev_basevelocity, vecTemp) g_vecVel[0] += vecTemp[0] g_vecVel[1] += vecTemp[1] g_vecVel[2] += vecTemp[2] } set_pev(id, pev_velocity, g_vecVel) return FMRES_HANDLED } } return FMRES_IGNORED } new bool:falling[33] public client_PreThink(id) { if(get_cvar_num("mp_falldamage") == 0 && is_user_alive(id) && is_user_connected(id)) { if(entity_get_float(id, EV_FL_flFallVelocity) >= FALL_VELOCITY) { falling[id] = true } else { falling[id] = false } } } public client_PostThink(id) { if(get_cvar_num("mp_falldamage") == 0 && is_user_alive(id) && is_user_connected(id)) { if(falling[id]) { entity_set_int(id, EV_INT_watertype, -3) } if(get_pcvar_num(semiclip) == 1) { RefreshPlayersList()
for(i = 0; i<g_iNum; i++) { g_iPlayer = g_iPlayers if( g_iPlayer != id ) { set_pev(g_iPlayer, pev_solid, SOLID_SLIDEBOX) } } } } } public player_spawn(id) { if(is_user_connected(id)) { cs_set_user_money(id, 16000) } } public enemy_distance(entid) { new Float:range2 new Float:maxrange=2000.0 new indexid=0 for(new i=1;i<=get_maxplayers();i++) { if(is_user_alive(i) && is_valid_ent(i) && attacking1(entid, i)) { range2 = entity_range(entid, i) if(range2 <= maxrange) { maxrange=range2 indexid=i } } } return (indexid) ? indexid : 0 } public follow_player(ent, Float:ent_place[3], target, Float:player_place[3]) { if(target) { new Float:newAngle[3] entity_get_vector(ent, EV_VEC_angles, newAngle) new Float:x = player_place[0] - ent_place[0] new Float:z = player_place[1] - ent_place[1] new Float:radians = floatatan(z/x, radian) newAngle[1] = radians * (180 / 3.14) if (player_place[0] < ent_place[0]) newAngle[1] -= 180.0 entity_set_vector(ent, EV_VEC_v_angle, newAngle) entity_set_vector(ent, EV_VEC_angles, newAngle) } } public bool:attacking1(entindex1, entindex2) { if (!entindex1 || !entindex2) return false if (pev_valid(entindex1) && pev_valid(entindex1)) { new flags = pev(entindex1, pev_flags) if (flags & EF_NODRAW || flags & FL_NOTARGET) { return false } new Float:lookerOrig[3] new Float:targetBaseOrig[3] new Float:targetOrig[3] new Float:temp[3] pev(entindex1, pev_origin, lookerOrig) pev(entindex1, pev_view_ofs, temp) lookerOrig[0] += temp[0] lookerOrig[1] += temp[1] lookerOrig[2] += temp[2] pev(entindex2, pev_origin, targetBaseOrig) pev(entindex2, pev_view_ofs, temp) targetOrig[0] = targetBaseOrig [0] + temp[0] targetOrig[1] = targetBaseOrig [1] + temp[1] targetOrig[2] = targetBaseOrig [2] + temp[2] engfunc(EngFunc_TraceLine, lookerOrig, targetOrig, 0, entindex1, 0) if (get_tr2(0, TraceResult:TR_InOpen) && get_tr2(0, TraceResult:TR_InWater)) { return false } else { new Float:flFraction get_tr2(0, TraceResult:TR_flFraction, flFraction) if (flFraction == 1.0 || (get_tr2(0, TraceResult:TR_pHit) == entindex2)) { return true } else { targetOrig[0] = targetBaseOrig [0] targetOrig[1] = targetBaseOrig [1] targetOrig[2] = targetBaseOrig [2] engfunc(EngFunc_TraceLine, lookerOrig, targetOrig, 0, entindex1, 0) get_tr2(0, TraceResult:TR_flFraction, flFraction) if (flFraction == 1.0 || (get_tr2(0, TraceResult:TR_pHit) == entindex2)) { return true } else { targetOrig[0] = targetBaseOrig [0] targetOrig[1] = targetBaseOrig [1] targetOrig[2] = targetBaseOrig [2] - 17.0 engfunc(EngFunc_TraceLine, lookerOrig, targetOrig, 0, entindex1, 0) get_tr2(0, TraceResult:TR_flFraction, flFraction) if (flFraction == 1.0 || (get_tr2(0, TraceResult:TR_pHit) == entindex2)) { return true } } } } } return false } public control_ai(ent, victim, Float:speed) { static Float:fl_Velocity[3] static Float:VicOrigin[3], Float:EntOrigin[3] pev(ent, pev_origin, EntOrigin) pev(victim, pev_origin, VicOrigin) static Float:distance_f distance_f = get_distance_f(EntOrigin, VicOrigin) if (distance_f > 60.0) { new Float:fl_Time = distance_f / speed
fl_Velocity[0] = (VicOrigin[0] - EntOrigin[0]) / fl_Time fl_Velocity[1] = (VicOrigin[1] - EntOrigin[1]) / fl_Time fl_Velocity[2] = 0.0 } else { fl_Velocity[0] = 0.0 fl_Velocity[1] = 0.0 fl_Velocity[2] = 0.0 } entity_set_vector(ent, EV_VEC_velocity, fl_Velocity) } public event_roundstart() { client_cmd(0, "mp3 play %s", map_sound[1]) set_task(0.0, "create_ganymede", npc_create) set_task(180.0, "replay_music", map_music) set_task(1.0, "player1", npc_think_player, _, _, "b") } public player1() { static player[32], player_num get_players(player, player_num, "a") if(player_num <= 0) { client_cmd(0, "stopsound") client_cmd(0, "spk %s", npc_sound[5]) set_task(3.0, "replay_game") remove_task(npc_think_player) } else { if(pev_valid(y_think) && pev(y_think, pev_iuser3) == 1) { client_cmd(0, "stopsound") client_cmd(0, "spk %s", npc_sound[4]) set_task(3.0, "replay_game") remove_task(npc_think_player) } } } public replay_game() { server_cmd("sv_restartround 10") } public event_roundend() { client_cmd(0, "stopsound") remove_task(map_music) } public replay_music() { client_cmd(0, "mp3 play %s", map_sound[1]) set_task(180.0, "replay_music", map_music) } public event_newround() { if(pev_valid(y_think)) { remove_task(y_think+npc_run) remove_task(y_think+npc_stop) remove_task(y_think+npc_set_attack3) remove_task(y_think+npc_reload_skill) remove_task(y_think+npc_start_think) remove_task(y_think+npc_clear) remove_task(y_think+npc_restart) remove_entity_name("npc_ganymede") } remove_task(npc_create) remove_task(map_music) remove_task(npc_think_player) if(pev_valid(y_hpbar)) remove_entity(y_hpbar) client_cmd(0, "mp3 play %s", map_sound[0]) } public npc_position(id) { pev(id, pev_origin, HAngles) pev(id, pev_angles, VAngles) VAngles[0] = 0.0 } public plugin_cfg() // Cvar's goes here { server_cmd("mp_buytime 9999.0") server_cmd("mp_freezetime 20.0") server_cmd("sv_restartround 5") server_cmd("mp_timelimit 9999.0") } public plugin_precache() { y_npc_mdl = precache_model(npc_mdl) precache_model(hp_spr) for(new i = 0; i < sizeof(npc_sound); i++) precache_sound(npc_sound) for(new i = 0; i < sizeof(map_sound); i++) precache_generic(map_sound) y_bleeding[0] = precache_model("sprites/blood.spr") y_bleeding[1] = precache_model("sprites/bloodspray.spr") static mapname[64] get_mapname(mapname, sizeof(mapname)) // Ganymede spawn points if(equal(mapname, "zs_dangerous")) // Can be added manually with waypoint util { y_spawn_points[0] = 243.0 y_spawn_points[1] = 109.0 y_spawn_points[2] = -412.0 } if(equal(mapname, "zs_egypt")) { y_spawn_points[0] = 138.0 y_spawn_points[1] = -263.0 y_spawn_points[2] = 36.0 } if(equal(mapname, "zs_construction")) { y_spawn_points[0] = -308.0 y_spawn_points[1] = -168.0 y_spawn_points[2] = 612.0 } if(equal(mapname, "zs_behind")) { y_spawn_points[0] = 706.0 y_spawn_points[1] = 1192.0 y_spawn_points[2] = 120.0 } } public npc_attack_mh_ent() npc_attack_mh(y_think) public npc_attack_simple(ent) { if(!pev_valid(ent) || y_start_thinking) return y_start_thinking = 1 anim(ent, 1) set_rendering(ent,kRenderFxGlowShell,171,130,255,kRenderNormal,1) set_pev(ent, pev_movetype, MOVETYPE_NONE) emit_sound(ent, CHAN_BODY, npc_sound[8], 1.0, ATTN_NORM, 0, PITCH_NORM) for(new i = 0; i < get_maxplayers(); i++) { if(is_user_alive(i) && entity_range(ent, i) <= 250.0) { shake_screen(i) ScreenFade(i, 2, {79, 79, 79}, 120) ExecuteHam(Ham_TakeDamage, i, 0, i, npc_simple_attack_damage, DMG_POISON) } } set_task(1.0, "ganymede_simple", ent) set_task(1.1, "simple_attack_reload", ent+npc_simple_attack2) } public simple_attack_reload(ent) { ent -= npc_simple_attack2 y_start_thinking = 0 } public ganymede_simple(ent) { static Float:OriginA[3], Float:OriginA2[3], Float:xls, Float:Vector[3], Float:Velocity[3] pev(ent, pev_origin, OriginA) pev(y_ids, pev_origin, OriginA2) xs_vec_sub(OriginA2, OriginA, Velocity) xs_vec_sub(OriginA, OriginA2, Vector) xls = xs_vec_len(Vector) if (xls <= 200) { xs_vec_normalize(Velocity, Velocity) Velocity[2] = 0.5 xs_vec_mul_scalar(Velocity, 1000.0, Velocity) set_pev(y_ids, pev_velocity, Velocity) } } public npc_attack_mh(ent) { if(!pev_valid(ent) || y_start_thinking) return y_start_thinking = 1 y_run = 0 anim(ent, 5) emit_sound(ent, CHAN_BODY, npc_sound[10], 1.0, ATTN_NORM, 0, PITCH_NORM) set_rendering(ent,kRenderFxNone,255,255,255,kRenderTransAdd,200) for(new i = 0; i < get_maxplayers(); i++) { if(is_user_alive(i) && entity_range(ent, i) <= 1000) { shake_screen(i) ScreenFade(i, 2, {255, 0, 0}, 120) } } set_pev(ent, pev_movetype, MOVETYPE_NONE) set_task(1.5, "run_now", ent+npc_run) set_task(2.0, "stop_run", ent+npc_stop) } public run_now(ent) { ent -= npc_run if(!pev_valid(ent)) return y_run = 1 anim(ent, 5) emit_sound(ent, CHAN_BODY, npc_sound[0], 1.0, ATTN_NORM, 0, PITCH_NORM) set_rendering(ent,kRenderFxGlowShell,151,255,255,kRenderNormal,1) set_pev(ent, pev_movetype, MOVETYPE_PUSHSTEP) static Float:Origin[3] get_position(ent, 1000.0, 0.0, 0.0, Origin) control_ai2(ent, Origin, 2000.0) for(new i = 0; i < get_maxplayers(); i++) { if(is_user_alive(i) && entity_range(ent, i) <= 1000) { shake_screen(i) } } } public npc_ganymede_touch(ent, id) { if(!pev_valid(id)) return if(!y_run) return y_run = 0 remove_task(ent+npc_stop) set_task(0.1, "stop_run", ent+npc_stop) if(is_user_alive(id)) { ExecuteHam(Ham_TakeDamage, id, 0, id, npc_mh_damage, DMG_SLASH) shake_screen(id) ScreenFade(id, 10, {255, 0, 0}, 120) } } public stop_run(ent) { ent -= npc_stop y_run = 0 y_start_thinking = 1 anim(ent, 3) for(new i = 0; i < get_maxplayers(); i++) { if(is_user_alive(i) && entity_range(ent, i) <= 1000) { shake_screen(i) } } set_pev(ent, pev_movetype, MOVETYPE_NONE) set_task(0.1, "reload_run", ent) } public reload_run(ent) { y_start_thinking = 0 anim(ent, 3) } public create_ganymede() { new ent = create_entity("info_target") y_think = ent static Float:Origin[3] Origin[0] = y_spawn_points[0] Origin[1] = y_spawn_points[1] Origin[2] = y_spawn_points[2] entity_set_origin(ent, Origin) entity_set_float(ent, EV_FL_takedamage, 1.0) entity_set_float(ent, EV_FL_health, npc_healthpoints + 1000.0) entity_set_string(ent, EV_SZ_classname, "npc_ganymede") entity_set_model(ent, npc_mdl) entity_set_int(ent, EV_INT_solid, SOLID_BBOX) entity_set_int(ent, EV_INT_movetype, MOVETYPE_PUSHSTEP) new Float:maxs[3] = {25.0, 50.0, 200.0} new Float:mins[3] = {-25.0, -50.0, -35.0} entity_set_size(ent, mins, maxs) entity_set_int(ent, EV_INT_modelindex, y_npc_mdl) anim(ent, 3) set_task(5.0, "ganymede_done", ent+npc_start_think) // Ganymede prepare time set_rendering(ent,kRenderFxNone,255,255,255,kRenderTransAdd,200) emit_sound(ent, CHAN_BODY, npc_sound[9], 1.0, ATTN_NORM, 0, PITCH_NORM) if(!y_start_npc) { y_start_npc = 1 RegisterHamFromEntity(Ham_TakeDamage, ent, "ganymede_take_damage", 1) } y_hpbar = create_entity("env_sprite") set_pev(y_hpbar, pev_scale, 0.2) set_pev(y_hpbar, pev_owner, ent) engfunc(EngFunc_SetModel, y_hpbar, hp_spr) set_task(0.1, "ganymede_ready", ent+npc_restart, _, _, "b") set_task(random_float(7.0, 15.0), "punish", npc_ability) } public punish() { static ent ent = y_think if(!pev_valid(ent)) return static victim victim = pev(ent, pev_iuser4) set_task(random_float(5.0, 15.0), "punish", npc_ability) if(!is_user_alive(victim)) return static random_skill random_skill = random_num(0, 1) switch(random_skill) { case 0: npc_attack_mh(ent) }
} public ganymede_ready(ent) { ent -= npc_restart if(!pev_valid(ent)) { remove_task(ent+npc_restart) return } static Float:Origin[3], Float:ganymede_health pev(ent, pev_origin, Origin) Origin[2] += 100.0 engfunc(EngFunc_SetOrigin, y_hpbar, Origin) pev(ent, pev_health, ganymede_health) if(npc_healthpoints < (ganymede_health - 1000.0)) { set_pev(y_hpbar, pev_frame, 100.0) } else { set_pev(y_hpbar, pev_frame, 0.0 + ((((ganymede_health - 1000.0) - 1 ) * 100) / npc_healthpoints)) } } public ganymede_done(ent) { ent -= npc_start_think anim(ent, 3) set_pev(ent, pev_movetype, MOVETYPE_NONE) set_pev(ent, pev_nextthink, get_gametime() + 0.1) } public npc_ganymede_think(ent) { if(!pev_valid(ent)) return if(pev(ent, pev_iuser3)) return if(pev(ent, pev_health) - 1000.0 < 0.0) { ganymede_death(ent) set_pev(ent, pev_iuser3, 1) return } if(!y_start_thinking) { static victim static Float:Origin[3], Float:VicOrigin[3], Float:distance victim = enemy_distance(ent) pev(ent, pev_origin, Origin) pev(victim, pev_origin, VicOrigin) distance = get_distance_f(Origin, VicOrigin) if(is_user_alive(victim)) { if(distance <= 100.0) { npc_attack_simple(ent) set_pev(ent, pev_nextthink, get_gametime() + 0.1) } else { if(pev(ent, pev_sequence) != 4) anim(ent, 4) set_pev(ent, pev_movetype, MOVETYPE_PUSHSTEP) set_rendering (ent,kRenderFxNone,255,255,255,kRenderNormal,16) new Float:ent_place[3], Float:player_place[3] pev(ent, pev_origin, ent_place) pev(victim, pev_origin, player_place) follow_player(ent, ent_place, victim, player_place) control_ai(ent, victim, 200.0) if(pev(ent, pev_iuser4) != victim) set_pev(ent, pev_iuser4, victim) set_pev(ent, pev_nextthink, get_gametime() + 0.0) } } else { if(pev(ent, pev_sequence) != 3) anim(ent, 3) set_pev(ent, pev_nextthink, get_gametime() + 0.0) } } else { set_pev(ent, pev_nextthink, get_gametime() + 0.0) } return } public ganymede_death(ent) { anim(ent, 2) set_rendering(ent,kRenderFxNone,255,255,255,kRenderTransAdd,200) set_pev(ent, pev_movetype, MOVETYPE_FLY) set_pev(ent, pev_solid, SOLID_NOT) set_pev(ent, pev_velocity, {0.0, 0.0, 0.0}) set_pev(ent, pev_deadflag, DEAD_DYING) remove_task(npc_ability) remove_task(npc_simple_attack) set_task(6.0, "delete_ganymede", ent) return HAM_SUPERCEDE } public delete_ganymede(ent) { remove_entity(ent) remove_entity(y_hpbar) } public ganymede_take_damage(victim, inflictor, attacker, Float:damage, damagebits) { static Float:Origin[3] fm_get_aim_origin(attacker, Origin) create_blood(Origin) emit_sound(victim, CHAN_BODY, npc_sound[7], 1.0, ATTN_NORM, 0, PITCH_NORM) } stock ScreenFade(id, Timer, Colors[3], Alpha) { message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("ScreenFade"), _, id); write_short((1<<12) * Timer) write_short(1<<12) write_short(0) write_byte(Colors[0]) write_byte(Colors[1]) write_byte(Colors[2]) write_byte(Alpha) message_end() } stock shake_screen(id) { message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("ScreenShake"),{0,0,0}, id) write_short(1<<14) write_short(1<<13) write_short(1<<13) message_end() } stock anim(ent, sequence) { set_pev(ent, pev_sequence, sequence) set_pev(ent, pev_animtime, halflife_time()) set_pev(ent, pev_framerate, 1.0) } stock control_ai2(ent, Float:VicOrigin[3], Float:speed) { static Float:fl_Velocity[3] static Float:EntOrigin[3] pev(ent, pev_origin, EntOrigin) static Float:distance_f distance_f = get_distance_f(EntOrigin, VicOrigin) if (distance_f > 60.0) { new Float:fl_Time = distance_f / speed fl_Velocity[0] = (VicOrigin[0] - EntOrigin[0]) / fl_Time fl_Velocity[1] = (VicOrigin[1] - EntOrigin[1]) / fl_Time fl_Velocity[2] = (VicOrigin[2] - EntOrigin[2]) / fl_Time } else { fl_Velocity[0] = 0.0 fl_Velocity[1] = 0.0 fl_Velocity[2] = 0.0 } entity_set_vector(ent, EV_VEC_velocity, fl_Velocity) } stock get_position(ent, Float:forw, Float:right, Float:up, Float:vStart[]) { new Float:vOrigin[3], Float:vAngle[3], Float:vForward[3], Float:vRight[3], Float:vUp[3] pev(ent, pev_origin, vOrigin) pev(ent, pev_view_ofs,vUp) xs_vec_add(vOrigin,vUp,vOrigin) pev(ent, pev_v_angle, vAngle) vAngle[0] = 0.0 angle_vector(vAngle,ANGLEVECTOR_FORWARD,vForward) angle_vector(vAngle,ANGLEVECTOR_RIGHT,vRight) angle_vector(vAngle,ANGLEVECTOR_UP,vUp) vStart[0] = vOrigin[0] + vForward[0] * forw + vRight[0] * right + vUp[0] * up vStart[1] = vOrigin[1] + vForward[1] * forw + vRight[1] * right + vUp[1] * up vStart[2] = vOrigin[2] + vForward[2] * forw + vRight[2] * right + vUp[2] * up } stock create_blood(const Float:origin[3]) { message_begin(MSG_BROADCAST, SVC_TEMPENTITY) write_byte(TE_BLOODSPRITE) engfunc(EngFunc_WriteCoord, origin[0]) engfunc(EngFunc_WriteCoord, origin[1]) engfunc(EngFunc_WriteCoord, origin[2]) write_short(y_bleeding[1]) write_short(y_bleeding[0]) write_byte(218) write_byte(7) message_end() }
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