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 Modificare plugin parachute 
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Pluginul merge perfect doar ca are un mic bug, atunci cand apas "e" (sa activez) imi afecteaza modul de knife (server deathrun)
Spre exemplu am knife cu 400gravity, cand activez parasuta imi da 800gravity pe knife in loc sa ramana 400 cum e setat
Vreau sa nu-mi mai afecteze gravity la knife

Plugin:
| Afiseaza codul
/* 
Created Nice Demo by sector specially for www.chatbox.do.am
Web. Help www.chatbox.do.am
*/

#include <amxmodx>
#include <amxmisc>
#include <engine>
#include <cstrike>
#include <fun>

new para_ent[33]

public plugin_init()
{
register_plugin("Parachute", "1.3 Fixed", "KRoT@L/JTP10181 & Fixed sector")

register_event("ResetHUD", "newSpawn", "be")
register_event("DeathMsg", "death_event", "a")
}

public plugin_natives()
{
set_native_filter("native_filter")
}

public native_filter(const name[], index, trap)
{
if (!trap) return PLUGIN_HANDLED
return PLUGIN_CONTINUE
}

public client_connect(id)
{
parachute_reset(id)
}

public client_disconnect(id)
{
parachute_reset(id)
}

public death_event()
{
new id = read_data(2)
parachute_reset(id)
}

parachute_reset(id)
{
if(para_ent[id] > 0)
{
if (is_valid_ent(para_ent[id]))
{
remove_entity(para_ent[id])
}
}

if(is_user_alive(id)) set_user_gravity(id, 1.0)
para_ent[id] = 0
}

public newSpawn(id)
{
if(para_ent[id] > 0)
{
remove_entity(para_ent[id])
set_user_gravity(id, 1.0)
para_ent[id] = 0
}
}

public client_PreThink(id)
{
if(!is_user_alive(id)) return

new Float:fallspeed = 100 * -1.0
new Float:frame
new button = get_user_button(id)
new oldbutton = get_user_oldbutton(id)
new flags = get_entity_flags(id)
if(para_ent[id] > 0 && (flags & FL_ONGROUND))
{
if(get_user_gravity(id) == 0.1) set_user_gravity(id, 1.0)
{
if(entity_get_int(para_ent[id],EV_INT_sequence) != 2)
{
entity_set_int(para_ent[id], EV_INT_sequence, 2)
entity_set_int(para_ent[id], EV_INT_gaitsequence, 1)
entity_set_float(para_ent[id], EV_FL_frame, 0.0)
entity_set_float(para_ent[id], EV_FL_fuser1, 0.0)
entity_set_float(para_ent[id], EV_FL_animtime, 0.0)
entity_set_float(para_ent[id], EV_FL_framerate, 0.0)
return
}
frame = entity_get_float(para_ent[id],EV_FL_fuser1) + 2.0
entity_set_float(para_ent[id],EV_FL_fuser1,frame)
entity_set_float(para_ent[id],EV_FL_frame,frame)
if(frame > 254.0)
{
remove_entity(para_ent[id])
para_ent[id] = 0
}
else
{
remove_entity(para_ent[id])
set_user_gravity(id, 1.0)
para_ent[id] = 0
}
return
}
}
if (button & IN_USE)
{
new Float:velocity[3]
entity_get_vector(id, EV_VEC_velocity, velocity)
if(velocity[2] < 0.0)
{
if(para_ent[id] <= 0)
{
para_ent[id] = create_entity("info_target")
if(para_ent[id] > 0)
{
entity_set_string(para_ent[id],EV_SZ_classname,"parachute")
entity_set_edict(para_ent[id], EV_ENT_aiment, id)
entity_set_edict(para_ent[id], EV_ENT_owner, id)
entity_set_int(para_ent[id], EV_INT_movetype, MOVETYPE_FOLLOW)
entity_set_int(para_ent[id], EV_INT_sequence, 0)
entity_set_int(para_ent[id], EV_INT_gaitsequence, 1)
entity_set_float(para_ent[id], EV_FL_frame, 0.0)
entity_set_float(para_ent[id], EV_FL_fuser1, 0.0)
}
}
if(para_ent[id] > 0)
{
entity_set_int(id, EV_INT_sequence, 3)
entity_set_int(id, EV_INT_gaitsequence, 1)
entity_set_float(id, EV_FL_frame, 1.0)
entity_set_float(id, EV_FL_framerate, 1.0)
set_user_gravity(id, 0.1)
velocity[2] = (velocity[2] + 40.0 < fallspeed) ? velocity[2] + 40.0 : fallspeed
entity_set_vector(id, EV_VEC_velocity, velocity)
if(entity_get_int(para_ent[id],EV_INT_sequence) == 0)
{
frame = entity_get_float(para_ent[id],EV_FL_fuser1) + 1.0
entity_set_float(para_ent[id],EV_FL_fuser1,frame)
entity_set_float(para_ent[id],EV_FL_frame,frame)
if (frame > 100.0)
{
entity_set_float(para_ent[id], EV_FL_animtime, 0.0)
entity_set_float(para_ent[id], EV_FL_framerate, 0.4)
entity_set_int(para_ent[id], EV_INT_sequence, 1)
entity_set_int(para_ent[id], EV_INT_gaitsequence, 1)
entity_set_float(para_ent[id], EV_FL_frame, 0.0)
entity_set_float(para_ent[id], EV_FL_fuser1, 0.0)
}
}
}
}
else if(para_ent[id] > 0)
{
remove_entity(para_ent[id])
set_user_gravity(id, 1.0)
para_ent[id] = 0
}
}
else if((oldbutton & IN_USE) && para_ent[id] > 0 )
{
remove_entity(para_ent[id])
set_user_gravity(id, 1.0)
para_ent[id] = 0
}
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1049\\ f0\\ fs16 \n\\ par }
*/


07 Feb 2019 20:43
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Code:
#include <amxmodx>
#include <engine>

public client_PreThink(id)
{
    if(!is_user_alive(id))
        return

    static Float:fallspeed;fallspeed = 100.0 * -1.0

    static button;button = get_user_button(id)
    if(button & IN_USE)
    {
        static Float:velocity[3]
        entity_get_vector(id, EV_VEC_velocity, velocity)
        if (velocity[2] < 0.0)
        {
            entity_set_int(id, EV_INT_sequence, 3)
            entity_set_int(id, EV_INT_gaitsequence, 1)
            entity_set_float(id, EV_FL_frame, 1.0)
            entity_set_float(id, EV_FL_framerate, 1.0)

            velocity[2] = (velocity[2] + 40.0 < fallspeed) ? velocity[2] + 40.0 : fallspeed
            entity_set_vector(id, EV_VEC_velocity, velocity)
        }
    }
}


07 Feb 2019 22:00
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L E V I N, merge dar se misca sacadat


07 Feb 2019 22:56
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Code:
#include <amxmodx>
#include <engine>

public client_PreThink(id)
{
    if(!is_user_alive(id))
        return

    new Float:fallspeed = 100.0 * -1.0

    new button = get_user_button(id)
    if(button & IN_USE)
    {
        new Float:velocity[3]
        entity_get_vector(id, EV_VEC_velocity, velocity)
        if (velocity[2] < 0.0)
        {
            entity_set_int(id, EV_INT_sequence, 3)
            entity_set_int(id, EV_INT_gaitsequence, 1)
            entity_set_float(id, EV_FL_frame, 1.0)
            entity_set_float(id, EV_FL_framerate, 1.0)

            velocity[2] = (velocity[2] + 40.0 < fallspeed) ? velocity[2] + 40.0 : fallspeed
            entity_set_vector(id, EV_VEC_velocity, velocity)
        }
    }
}


07 Feb 2019 23:25
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Tot asa, cand tin apasat "E" se misca in poze


07 Feb 2019 23:40
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Code:
include amxmodx
include engine

public client_PreThink( Client )
{
   static Button;
   Button = get_user_button( Client );
   
   static Float:Velocity[ 3 ];
   entity_get_vector( Client, EV_VEC_velocity, Velocity );
   
   if( Button & IN_USE && Velocity[ 2 ] < 00 )
   {
      Velocity[ 2 ] = -100.0;
      entity_set_vector( Client, EV_VEC_velocity, Velocity );
   }   
}


08 Feb 2019 00:15
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parasuta.sma(1) : error 010: invalid function or declaration
parasuta.sma(7) : error 017: undefined symbol "get_user_button"
parasuta.sma(10) : error 017: undefined symbol "entity_get_vector"
parasuta.sma(10) : warning 215: expression has no effect
parasuta.sma(10) : error 001: expected token: ";", but found ")"
parasuta.sma(10) : error 029: invalid expression, assumed zero
parasuta.sma(10) : fatal error 107: too many error messages on one line

Compilation aborted.
6 Errors.
Done.


08 Feb 2019 00:28
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Code:
#include <amxmodx>
#include <engine>

public client_PreThink( Client )
{
   static Button;
   Button = get_user_button( Client );
   
   static Float:Velocity[ 3 ];
   entity_get_vector( Client, EV_VEC_velocity, Velocity );
   
   if( Button & IN_USE && Velocity[ 2 ] < 00 )
   {
      Velocity[ 2 ] = -100.0;
      entity_set_vector( Client, EV_VEC_velocity, Velocity );
   }   
}


08 Feb 2019 01:04
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Tot la fel se misca, nu inteleg....
Cel de sus nemodificat se misca bina, fara intreruperi (acele sacadari), daca ai putea sa rezolvi doar acel bug cu gravity


08 Feb 2019 02:04
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| Afiseaza codul
Code:
/*
Created Nice Demo by sector specially for www.chatbox.do.am
Web. Help www.chatbox.do.am
 */

#include <amxmodx>
#include <amxmisc>
#include <engine>
#include <cstrike>
#include <fun>

new para_ent[33]

public plugin_init()
{
   register_plugin("Parachute", "1.3 Fixed", "KRoT@L/JTP10181 & Fixed sector")

   register_event("ResetHUD", "newSpawn", "be")
   register_event("DeathMsg", "death_event", "a")
}

public plugin_natives()
{
   set_native_filter("native_filter")
}

public native_filter(const name[], index, trap)
{
   if (!trap) return PLUGIN_HANDLED
   return PLUGIN_CONTINUE
}

public client_connect(id)
{
   parachute_reset(id)
}

public client_disconnect(id)
{
   parachute_reset(id)
}

public death_event()
{
   new id = read_data(2)
   parachute_reset(id)
}

parachute_reset(id)
{
   if(para_ent[id] > 0)
   {
      if (is_valid_ent(para_ent[id]))
      {
         remove_entity(para_ent[id])
      }
   }

   para_ent[id] = 0
}

public newSpawn(id)
{
   if(para_ent[id] > 0)
   {
      remove_entity(para_ent[id])
      para_ent[id] = 0
   }
}

public client_PreThink(id)
{
   if(!is_user_alive(id)) return
   
   new Float:fallspeed = 100 * -1.0
   new Float:frame
   new button = get_user_button(id)
   new oldbutton = get_user_oldbutton(id)
   new flags = get_entity_flags(id)
   if(para_ent[id] > 0 && (flags & FL_ONGROUND))
   {
      if(get_user_gravity(id) == 0.1)
      {
         if(entity_get_int(para_ent[id],EV_INT_sequence) != 2)
         {
            entity_set_int(para_ent[id], EV_INT_sequence, 2)
            entity_set_int(para_ent[id], EV_INT_gaitsequence, 1)
            entity_set_float(para_ent[id], EV_FL_frame, 0.0)
            entity_set_float(para_ent[id], EV_FL_fuser1, 0.0)
            entity_set_float(para_ent[id], EV_FL_animtime, 0.0)
            entity_set_float(para_ent[id], EV_FL_framerate, 0.0)
            return
         }
         frame = entity_get_float(para_ent[id],EV_FL_fuser1) + 2.0
         entity_set_float(para_ent[id],EV_FL_fuser1,frame)
         entity_set_float(para_ent[id],EV_FL_frame,frame)
         if(frame > 254.0)
         {
            remove_entity(para_ent[id])
            para_ent[id] = 0
         }
         else
         {
            remove_entity(para_ent[id])
            set_user_gravity(id, 1.0)
            para_ent[id] = 0
         }
         return
      }
   }
   if (button & IN_USE)
   {
      new Float:velocity[3]
      entity_get_vector(id, EV_VEC_velocity, velocity)
      if(velocity[2] < 0.0)
      {
         if(para_ent[id] <= 0)
         {
            para_ent[id] = create_entity("info_target")
            if(para_ent[id] > 0)
            {
               entity_set_string(para_ent[id],EV_SZ_classname,"parachute")
               entity_set_edict(para_ent[id], EV_ENT_aiment, id)
               entity_set_edict(para_ent[id], EV_ENT_owner, id)
               entity_set_int(para_ent[id], EV_INT_movetype, MOVETYPE_FOLLOW)
               entity_set_int(para_ent[id], EV_INT_sequence, 0)
               entity_set_int(para_ent[id], EV_INT_gaitsequence, 1)
               entity_set_float(para_ent[id], EV_FL_frame, 0.0)
               entity_set_float(para_ent[id], EV_FL_fuser1, 0.0)
            }
         }
         if(para_ent[id] > 0)
         {
            entity_set_int(id, EV_INT_sequence, 3)
            entity_set_int(id, EV_INT_gaitsequence, 1)
            entity_set_float(id, EV_FL_frame, 1.0)
            entity_set_float(id, EV_FL_framerate, 1.0)
            velocity[2] = (velocity[2] + 40.0 < fallspeed) ? velocity[2] + 40.0 : fallspeed
            entity_set_vector(id, EV_VEC_velocity, velocity)
            if(entity_get_int(para_ent[id],EV_INT_sequence) == 0)
            {
               frame = entity_get_float(para_ent[id],EV_FL_fuser1) + 1.0
               entity_set_float(para_ent[id],EV_FL_fuser1,frame)
               entity_set_float(para_ent[id],EV_FL_frame,frame)
               if (frame > 100.0)
               {
                  entity_set_float(para_ent[id], EV_FL_animtime, 0.0)
                  entity_set_float(para_ent[id], EV_FL_framerate, 0.4)
                  entity_set_int(para_ent[id], EV_INT_sequence, 1)
                  entity_set_int(para_ent[id], EV_INT_gaitsequence, 1)
                  entity_set_float(para_ent[id], EV_FL_frame, 0.0)
                  entity_set_float(para_ent[id], EV_FL_fuser1, 0.0)
               }
            }
         }
      }
      else if(para_ent[id] > 0)
      {
         remove_entity(para_ent[id])
         para_ent[id] = 0
      }
   }
   else if((oldbutton & IN_USE) && para_ent[id] > 0 )
   {
      remove_entity(para_ent[id])
      para_ent[id] = 0
   }
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1049\\ f0\\ fs16 \n\\ par }
*/


08 Feb 2019 02:21
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Tot la fel, se misca sacadat...


08 Feb 2019 17:04
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Turbatule ce-l fără modele e numai bun dar deoarece tu ai mod deathrun e complicat cu parașuta nu ai ce-i face nu fa le dobitocul și unde ai văzut tu deathrun cu parașuta... Ai de mama mea... Au și copii de 11 ani servere ce a ajuns 1.6 😂


08 Feb 2019 19:53
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