Addons XMAS EVERYDAY

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The Kalu
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26 Nov 2017, 23:03

smileye wrote:Nu am editat absolut nimic.
Am luat pluginul asa cum e, dar se pare ca e o versiune veche acel xmas_gifts.

Cat despre spriteul snowflake la fel, apare intr-un patrat de aceeasi culoare ca fulgul.
Cauta pe alliedmodders un plugin asemanator si actualizat, altceva nu cred ca poti face.
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26 Nov 2017, 23:07

pentru zapada
| Afiseaza codul
/* Plugin generated by AMXX-Studio */

	#include < amxmodx >
	#include < fakemeta >
	#include < engine >
	#include < xs >
	
	
	new const
		PLUGIN_NAME[ ] 		= "Realistic Snow",
		PLUGIN_VERSION[ ] 	= "1.1.0b";
		
	
	#define	TASKID_FOG	1337
	#define TASKID_WIND	7331
		
		
	/* Thanks to joropito for his SuperSpawns */
	#define SS_VERSION	"1.0"
	#define SS_MIN_DISTANCE	250.0
	#define SS_MAX_LOOPS	100000
	
	new Array:g_vecSsOrigins;
	new Array:g_vecSsSpawns;
	new Array:g_vecSsUsed;
	new Float:g_flSsMinDist;
	new g_iSsTime;
	
	new const g_szStarts[][] =
	{
		"info_player_start",
		"info_player_deathmatch"
	};
	
	new const Float:g_flOffsets[] =
	{
		3500.0,
		3500.0,
		1500.0
	};
	/* End of SuperSpawns */
	
	new const g_szSound[ ] = "misc/rs_wind.wav";
	
	new g_iCvarSound;
	new g_iCvarSky;
	new g_iCvarLight;
	new g_iCvarFog;
	new g_iCvarDelay;
	
	new g_iSprite;
	
	//new Array:g_vecOrigins;
	new Float:g_fVecOrigins[ 128 ][ 3 ];
	new g_iOrigins = 0;
	
	new g_iMagicEntity;
	
public plugin_precache( )
{	
	// We register plugin info and the cvars here because it's a must!
	register_plugin( PLUGIN_NAME, PLUGIN_VERSION, "Askhanar" );	
	register_cvar( "rs_version", PLUGIN_VERSION, FCVAR_SERVER | FCVAR_SPONLY ); 
	g_iCvarSound = register_cvar( "rs_sound", "0" );
	g_iCvarSky = register_cvar( "rs_sky", "0" );
	g_iCvarLight = register_cvar( "rs_light", "0" );
	g_iCvarFog = register_cvar( "rs_fog", "0" );
	g_iCvarDelay = register_cvar( "rs_delay", "0.8" );
	
	
	// Precache our wind sound.
//	precache_sound( g_szSound );
		
	//Precache our snow .spr
	g_iSprite = precache_model( "sprites/xmas/snowflake1.spr" );
	
	
	// Let's put a random snow sky if the cvar allows us to.
	if( get_pcvar_num( g_iCvarSky) )
		set_cvar_string( "sv_skyname", random_num( 0, 1 ) == 1 ? "snow" : "snowlake_" );
	
	// We need to make the snow look cooler.. so let's make the map darker.. if the cvar allows us to.
	if( get_pcvar_num( g_iCvarLight ) )
		set_lights( "d" );
}
				
public plugin_init( )
{
	
	// We make sure to remove anoying entities..
	remove_entity_name( "env_fog" );
	remove_entity_name( "env_rain" );
	remove_entity_name( "env_snow" );
	
	// Prepare some stuffs
	//g_vecOrigins = ArrayCreate( 3, 1 );
	
	SsInit( 250.0 );
	SsScan( );
	SsDump( );
	
	// Set a task to play sound..
	set_task( 35.0, "task_PlayWind", TASKID_WIND, _, _, "b", 0 );
	
	// Create our MagicEntity. ( snow's brain.. )
CreateEntity:
	
	new iEnt;
	iEnt  = engfunc( EngFunc_CreateNamedEntity, engfunc( EngFunc_AllocString, "info_target" ) );
	if( !pev_valid( iEnt ) || !iEnt )
		goto CreateEntity;
	
	set_pev( iEnt, pev_classname, "Askhanar's_MagicEntity" );
	set_pev( iEnt, pev_nextthink, get_gametime(  ) + 1.0 );
	
	register_forward( FM_Think, "fwd_MagicEntityThink" );
	g_iMagicEntity = iEnt;
	
	
	
}


public task_PlayWind( )
	if( get_pcvar_num( g_iCvarSound ) )
	{
		client_cmd( 0, "spk %s", g_szSound );
	} 

public client_putinserver( id )
{
	if( is_user_bot( id ) || is_user_hltv( id ) )
		return;
		
	if( get_pcvar_num( g_iCvarFog ) )
		if( !task_exists( id + TASKID_FOG ) )
			set_task( 3.0, "task_MakeFogToPlayer", id + TASKID_FOG );
		
}

public task_MakeFogToPlayer( id )
{
	
	id -= TASKID_FOG;
	if( !is_user_connected( id ) )
		return;
		
	MakeFog( id, 255, 255, 255, 111, 18, 3, 58 );
	
}

public fwd_MagicEntityThink( iEnt )
{
	
	if( iEnt != g_iMagicEntity || !pev_valid( iEnt ) )
		return FMRES_IGNORED;
	
	set_pev( iEnt, pev_nextthink, get_gametime( ) + get_pcvar_float( g_iCvarDelay ) );
		
	for( new i = 0; i < g_iOrigins; i++ )
		MakeSnow( g_fVecOrigins[ i ], g_iSprite, 1, 1, random_num( 1, 10 ), random_num( 0, 15 ), random_num( 0, 5 ) );
	
	return FMRES_IGNORED;
}

MakeSnow( Float:fOrigin[ 3 ], iSpriteId, iCount, iLife, iScale, iVelocity, iRandomness )
{
	engfunc( EngFunc_MessageBegin, MSG_BROADCAST, SVC_TEMPENTITY, fOrigin, 0 );
	write_byte( TE_SPRITETRAIL ); // TE ID
	engfunc( EngFunc_WriteCoord, fOrigin[ 0 ] ); // x axis
	engfunc( EngFunc_WriteCoord, fOrigin[ 1 ] ); // y axis
	engfunc( EngFunc_WriteCoord, fOrigin[ 2 ] ); // z axis
	engfunc( EngFunc_WriteCoord, fOrigin[ 0 ] ); // x axis
	engfunc( EngFunc_WriteCoord, fOrigin[ 1 ] ); // y axis
	engfunc( EngFunc_WriteCoord, fOrigin[ 2 ] ); // z axis
	write_short( iSpriteId ); // Sprite Index
	write_byte( iCount ); // Count
	write_byte( iLife ); // Life
	write_byte( iScale ); // Scale
	write_byte( iVelocity  ); // Velocity Along Vector
	write_byte( iRandomness ); // Rendomness of Velocity
	message_end( );
}

MakeFog( id, const iRed, const iGreen, const iBlue, const iSD, const iED, const iD1, const iD2 )
{
	static iMsgIdFog;
	
	message_begin( id == 0 ? MSG_ALL : MSG_ONE, !iMsgIdFog ? ( iMsgIdFog = get_user_msgid( "Fog" ) ) : iMsgIdFog, {0, 0, 0}, id );
	write_byte( iRed );  // R
	write_byte( iGreen );  // G
	write_byte( iBlue );  // B
	write_byte( iSD ); // SD
	write_byte( iED );  // ED
	write_byte( iD1 );   // D1
	write_byte( iD2 );  // D2
	message_end(  );
}


stock Get_Sky_Origin( const Float:vecTarget[ 3 ], Float:vecStart[ 3 ] )
{

	new Float:vecHit[ 3 ];
	vecStart[ 0 ] = vecTarget[ 0 ];
	vecStart[ 1 ] = vecTarget[ 1 ];
	vecStart[ 2 ] = vecTarget[ 2 ] + 5096.0;
	
	while( engfunc( EngFunc_PointContents, vecStart ) != -1 )
	{
		if( vecStart[ 2 ] < vecTarget[ 2 ] + 128.0 )
			break;
			
		vecStart[ 2 ] -= 16.0;
	}
	
	if( vecStart[ 2 ] - vecTarget[ 2 ] <= 196.0 )
		return 0;
		
	xs_vec_copy( vecStart, vecHit );
	vecHit[ 2 ] += 256.0;
	
	new s_TextureName[ 16 ];
	engfunc( EngFunc_TraceTexture, 0, vecStart, vecHit, s_TextureName, sizeof( s_TextureName ) -1 );
	if( !equal( s_TextureName, "sky" ) )
		return 0
	
	vecStart[ 2 ] -= 10.0;
	return 1;
}

/*====================================
=============Super Spawns============*/

public SsInit(Float:mindist)
{
	
	register_cvar("sv_superspawns", SS_VERSION, (FCVAR_SERVER|FCVAR_SPONLY));
	register_concmd("_ss_dump", "SsDump");

	g_flSsMinDist = mindist;
	g_vecSsOrigins = ArrayCreate(3, 1);
	g_vecSsSpawns = ArrayCreate(3, 1);
	g_vecSsUsed = ArrayCreate(3, 1);
}

stock SsClean()
{
	g_flSsMinDist = 0.0;
	ArrayClear(g_vecSsOrigins);
	ArrayClear(g_vecSsSpawns);
	ArrayClear(g_vecSsUsed);
}

stock SsGetOrigin(Float:origin[3])
{
	new Float:data[3], size;
	new ok = 1;

	while((size = ArraySize(g_vecSsOrigins)))
	{
		new idx = random_num(0, size - 1);

		ArrayGetArray(g_vecSsOrigins, idx, origin);

		new used = ArraySize(g_vecSsUsed);
		for(new i = 0; i < used; i++)
		{
			ok = 0;
			ArrayGetArray(g_vecSsUsed, i, data);
			if(get_distance_f(data, origin) >= g_flSsMinDist)
			{
				ok = 1;
				break;
			}
		}

		ArrayDeleteItem(g_vecSsOrigins, idx);
		if(ok)
		{
			ArrayPushArray(g_vecSsUsed, origin);
			return true;
		}
	}
	return false;
}

public SsDump()
{
	new Float:origin[3], Float:fOrigin[ 3 ];
	new count = ArraySize(g_vecSsOrigins);
	server_print("-------------------------------------------------------");

	for(new i = 0; i < count; i++)
	{
		ArrayGetArray(g_vecSsOrigins, i, origin);

		if( Get_Sky_Origin( origin, fOrigin )  && g_iOrigins < 128 )
		{
			//ArrayPushArray( g_vecOrigins, fOrigin );//
			
			g_fVecOrigins[ g_iOrigins ][ 0 ] = fOrigin[ 0 ];
			g_fVecOrigins[ g_iOrigins ][ 1 ] = fOrigin[ 1 ];
			g_fVecOrigins[ g_iOrigins ][ 2 ] = fOrigin[ 2 ];
			g_iOrigins++;
		}
	}

	server_print("-------------------------------------------------------");
	server_print("Number of origins: %i", count);
	server_print("Number of good origins: %i", g_iOrigins);
	server_print("Time: %i", g_iSsTime);
	server_print("-------------------------------------------------------");
	
}

public SsScan()
{
	new start, Float:origin[3], starttime;
	starttime = get_systime();
	for(start = 0; start < sizeof(g_szStarts); start++)
	{
		server_print("Searching for %s", g_szStarts[start]);
		new ent;
		if((ent = engfunc(EngFunc_FindEntityByString, ent, "classname", g_szStarts[start])))
		{
			new counter;
			pev(ent, pev_origin, origin);
			ArrayPushArray(g_vecSsSpawns, origin);
			while(counter < SS_MAX_LOOPS)
			{
				counter = GetLocation(origin, counter);
			}
		}
	}
	g_iSsTime = get_systime();
	g_iSsTime -= starttime;
}

GetLocation(Float:start[3], &counter)
{
	new Float:end[3];
	for(new i = 0; i < 3; i++)
	{
		end += random_float(0.0 - g_flOffsets, g_flOffsets);
	}

	if(IsValid(start, end))
	{
		start[0] = end[0];
		start[1] = end[1];
		start[2] = end[2];
		ArrayPushArray(g_vecSsOrigins, end);
	}
	counter++;
	return counter;
}

IsValid(Float:start[3], Float:end[3])
{
	SetFloor(end);
	end[2] += 36.0;
	new point = engfunc(EngFunc_PointContents, end);
	if(point == CONTENTS_EMPTY)
	{
		if(CheckPoints(end) && CheckDistance(end) && CheckVisibility(start, end))
		{
			if(!trace_hull(end, HULL_LARGE, -1))
			{
				return true;
			}
		}
	}
	return false;
}

CheckVisibility(Float:start[3], Float:end[3])
{
	new tr;
	engfunc(EngFunc_TraceLine, start, end, IGNORE_GLASS, -1, tr);
	return (get_tr2(tr, TR_pHit) < 0);
}

SetFloor(Float:start[3])
{
	new tr, Float:end[3];
	end[0] = start[0];
	end[1] = start[1];
	end[2] = -99999.9;
	engfunc(EngFunc_TraceLine, start, end, DONT_IGNORE_MONSTERS, -1, tr);
	get_tr2(tr, TR_vecEndPos, start);
}

CheckPoints(Float:origin[3])
{
	new Float:data[3], tr, point;
	data[0] = origin[0];
	data[1] = origin[1];
	data[2] = 99999.9;
	engfunc(EngFunc_TraceLine, origin, data, DONT_IGNORE_MONSTERS, -1, tr);
	get_tr2(tr, TR_vecEndPos, data);
	point = engfunc(EngFunc_PointContents, data);
	if(point == CONTENTS_SKY && get_distance_f(origin, data) < 250.0)
	{
		return false;
	}
	data[2] = -99999.9;
	engfunc(EngFunc_TraceLine, origin, data, DONT_IGNORE_MONSTERS, -1, tr);
	get_tr2(tr, TR_vecEndPos, data);
	point = engfunc(EngFunc_PointContents, data);
	if(point < CONTENTS_SOLID)
		return false;
	
	return true;
}

CheckDistance(Float:origin[3])
{
	new Float:dist, Float:data[3];
	new count = ArraySize(g_vecSsSpawns);
	for(new i = 0; i < count; i++)
	{
		ArrayGetArray(g_vecSsSpawns, i, data);
		dist = get_distance_f(origin, data);
		if(dist < SS_MIN_DISTANCE)
			return false;
	}

	count = ArraySize(g_vecSsOrigins);
	for(new i = 0; i < count; i++)
	{
		ArrayGetArray(g_vecSsOrigins, i, data);
		dist = get_distance_f(origin, data);
		if(dist < SS_MIN_DISTANCE)
			return false;
	}

	return true;
}

/*====================================
=============Super Spawns============*/

http://www.girlshare.ro/3489976980.6
smileye
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27 Nov 2017, 09:28

Acelasi lucru si acum.Am creat folderul xmas in sprites, am pus acolo spriteul tau si e la fel.
Am pus si pluginul, am sters spriteul vechi din steam si nimic.
As crede ca e de la sprite, am testat si local si pe un server hostat.
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A k c 3 n 7
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27 Nov 2017, 16:10

eu vad ca este bine, nu mai este in patratul acela, ti-am zis ca asta este cel bun
smileye
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27 Nov 2017, 16:11

A k c 3 n 7 wrote:eu vad ca este bine, nu mai este in patratul acela, ti-am zis ca asta este cel bun
Eu vad ca este in patrat fulgul, am pus cu puncte rosii in imagine unde se vede fulgul in patrat.
Da-i cu zoom pe imagine sa vezi mai bine...
The Kalu
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27 Nov 2017, 16:58

smileye wrote:
A k c 3 n 7 wrote:eu vad ca este bine, nu mai este in patratul acela, ti-am zis ca asta este cel bun
Eu vad ca este in patrat fulgul, am pus cu puncte rosii in imagine unde se vede fulgul in patrat.
Da-i cu zoom pe imagine sa vezi mai bine...
Cand dau rush spre B ma uit la fulg daca este rotund sau patrat, doamne fereste :wut:
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29 Nov 2017, 10:43

Lord Kalu wrote:
smileye wrote:
A k c 3 n 7 wrote:eu vad ca este bine, nu mai este in patratul acela, ti-am zis ca asta este cel bun
Eu vad ca este in patrat fulgul, am pus cu puncte rosii in imagine unde se vede fulgul in patrat.
Da-i cu zoom pe imagine sa vezi mai bine...
Cand dau rush spre B ma uit la fulg daca este rotund sau patrat, doamne fereste :wut:
Doamne fereste cum iti place tie sa te bagi in posturi si sa comentezi aiurea pe langa subiect.
Am facut un screen pe serverul de teste, cui fac rush?
Daca te dai asa priceput fa tu sprite-ul sa se vada bine si nu tot comenta fara sens.
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29 Nov 2017, 12:21

smileye
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29 Nov 2017, 13:10

Merci, arata mai bine acum.
Tot se vede un colt mai alb pe langa fulg, stanga jos.
Calitatea imaginii poate trebuie imbunatatita, daca se mai poate.
Din poze se vede foarte putin, cand te uiti la fulgi pe server observi.
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29 Nov 2017, 16:13

smileye
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29 Nov 2017, 16:35

Acum se vede perfect, merci!

Nu ai xmas_gifts ultima versiune 2.3.2?Cea de aici...ca nu mai merg link-urile.Sursa o am dar modelele nu le gasesc iar Kronos e inactiv.
pluginuri-extream/xmas-gifts-2-1-t91153.html
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04 Dec 2017, 16:34

Bine structurat, felicitari!
XMAS.EXTREAMCS.COM #Official Christmas Mod 2024 [❄️🎅🎄🎁]
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