New HE Grenade Effects

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27 Nov 2013, 22:51

ExoTiQ wrote:Felicitari , frumos plugin.
Poti inca sa optimizezi codul.
Multumesc. O sa includ efecte si pentru celelalte 2 grenade. Acum incerc sa fac niste fisiere.spr cat mai realistice.Da.mi niste idei de optimizari...
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29 Nov 2013, 21:16

tot are bug acum cand arunc cu he are si efectul de la frost nade:))
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29 Nov 2013, 21:32

luciaus wrote:tot are bug acum cand arunc cu he are si efectul de la frost nade:))
Nu stii sa te uiti si in primul post? Am testat acum cu frost grenade si nu se intampla nimic. Ma refer ca efectu de la HE isi vede de treaba lui, iar frost nades functioneaza perfect.
Uite ultima versiune:
| Afiseaza codul
[code=php]/*===========================================================================================================================

                        *********************************************************
                         *********** [ New HE Grenade Effects 1.3 ] ************
                        *********************************************************

        -------------------------
           ---- * Description * ----
        -------------------------

            - Cand grenada HE ajunge in contact cu pamantul / inamicul deasupra lui vor aparea niste artificii
        sau mici efecte asemenea focului. (totul se seteaza prin cvar);
            - Facut la cererea utilizatorului "CsN^ ;x";

        -------------------------
           ----- * Modules * -----
        -------------------------

            - Hamsandwich;
        - Fakemeta;

        -------------------------
              --- * Credits * ---
        -------------------------
            
            - aNNak1N : pluginul de baza( New HE Sprites );
            - YONTU : pentru adaugarea micilor efecte;
            - Autor Anonim: pentru artificii (extras din CSO NST Zombie Scenario)
            - SimeriaIonut: diferentierea grenadelor + fixarea unui bug minor

        -------------------------
            --- * Changelog * ---
        -------------------------

            * v1.0:
               - Initial release | Privat | ( 23th Nov 2013 ) :D;
            
            * v1.1:
               - Adaugarea efectului asemenea focului cu mici "particule explozive";

            * v1.2:
               - Adaugarea unui cvar, pentru a putea scoate artificiile / miciele efecte in evidenta;
               - Optimizari de cod;

            * v1.3:
               - Interactionarea cu celelalte grenade a fost fixata;
        
                        *********************************************************
                         *********** [ New HE Grenade Effects 1.3 ] ************
                        *********************************************************

===========================================================================================================================*/

#include < amxmodx >
#include < fakemeta >
#include < fakemeta_util >
#include < hamsandwich >

#define PLUGIN "New All Grenade Effects"
#define VERSION "1.3"
#define AUTHOR "aNNak1N"

new const g_szFireGib[  ] = "sprites/firegib.spr";
new const g_szExplosionFire[  ] = "sprites/fireexplosion.spr";
new const g_szFireWorks[  ] = "sprites/fireworks_sprite2.spr";
new const g_szFireWorks2[  ] = "sprites/fireworks_sprite1.spr";

new FwFireGib, FwExplosionFire, FwTrail, FwExplode, FwExplosionSpr;
new g_iCvarChangeMode;

const m_fBombStatus = 96;
const m_usEvent =     114;

const fBombPlanted = 1 << 8;
const fExploEvent = 1 << 0;
const fSmokeEvent = 1 << 1;

new sprite_grenade_ring[ 64 ];

public plugin_init(  ) {

    register_plugin( PLUGIN, VERSION, AUTHOR );

    register_forward( FM_SetModel, "fw_SetWmodel", 1 );

    RegisterHam( Ham_Think, "grenade", "ham_grenade_think", 0 );

    g_iCvarChangeMode = register_cvar( "he_change_mode", "1" );
}

public plugin_precache(  ) {
    
    FwFireGib = precache_model( g_szFireGib );
    FwExplosionFire = precache_model( g_szExplosionFire );
    FwTrail = precache_model( g_szFireWorks );
    FwExplode = precache_model( g_szFireWorks2 );

    FwExplosionSpr = engfunc( EngFunc_PrecacheModel, sprite_grenade_ring );
}

public fw_SetWmodel( ent, model[  ] ) {

    if( !fm_is_ent_grenade( ent ) )
        return FMRES_IGNORED;
    
    set_pev( ent, pev_bInDuck, 1 );
    return FMRES_IGNORED;
}

bool: fm_is_ent_grenade( entity ) {

    new classname[ 9 ];
        pev( entity, pev_classname, classname, 8 );
        
    if( !equal( classname, "grenade" ) )
        return false;
        
    new bits = get_pdata_int( entity, 114 );
    if( bits & ( 1<<0 ) )
        return true;
        
    return false;
}

public ham_grenade_think( entity ) {

    if( !pev( entity, pev_bInDuck ) ) 
        return FMRES_IGNORED;
        
    new Float:dmgtime;
    pev( entity, pev_dmgtime, dmgtime );
    
    if( dmgtime > get_gametime(  ) ) 
        return FMRES_IGNORED;
    
    if( grenade_type( entity ) == CSW_HEGRENADE ) {

        HEGrenadeFwEffects( entity );
    }

    return FMRES_OVERRIDE;
}

public HEGrenadeFwEffects( entity ) {

    switch( get_pcvar_num( g_iCvarChangeMode ) ) {

        case 0: {
                
            new Float:fOrigin[ 3 ];
            pev( entity, pev_origin, fOrigin );
                
            // Medium ring
            engfunc( EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, fOrigin, 0 );
            write_byte( TE_BEAMCYLINDER );
            engfunc( EngFunc_WriteCoord, fOrigin[ 0 ] );
            engfunc( EngFunc_WriteCoord, fOrigin[ 1 ] );
            engfunc( EngFunc_WriteCoord, fOrigin[ 2 ] );
            engfunc( EngFunc_WriteCoord, fOrigin[ 0 ] );
            engfunc( EngFunc_WriteCoord, fOrigin[ 1 ] );
            engfunc( EngFunc_WriteCoord, fOrigin[ 2 ] + 470.0 );    // z axis + radius
            write_short( FwExplosionFire );
            write_byte( 0 );        // startframe
            write_byte( 0 );        // framerate
            write_byte( 4 );        // life
            write_byte( 60 );        // width
            write_byte( 0 );        // noise
            write_byte( 255 );        // red
            write_byte( 127 );        // green
            write_byte( 80 );        // blue
            write_byte( 200 );        // brightness
            write_byte( 0 );        // speed
            message_end(  );
                
            // Largest ring
            engfunc( EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, fOrigin, 0 );
            write_byte( TE_BEAMCYLINDER );
            engfunc( EngFunc_WriteCoord, fOrigin[ 0 ] );
            engfunc( EngFunc_WriteCoord, fOrigin[ 1 ] );
            engfunc( EngFunc_WriteCoord, fOrigin[ 2 ] );
            engfunc( EngFunc_WriteCoord, fOrigin[ 0 ] );
            engfunc( EngFunc_WriteCoord, fOrigin[ 1 ] );
            engfunc( EngFunc_WriteCoord, fOrigin[ 2 ] + 555.0 ); // z axis
            write_short( FwExplosionSpr );        
            write_byte( 0 );        // startframe
            write_byte( 0 );        // framerate
            write_byte( 4 );        // life
            write_byte( 60 );        // width
            write_byte( 0 );        // noise
            write_byte( 255 );        // red
            write_byte( 127 );        // green
            write_byte( 80 );        // blue
            write_byte( 200 );        // brightness
            write_byte( 0 );        // speed
            message_end(  );
            
            // Luz Dinamica
            engfunc( EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, fOrigin, 0 )
            write_byte( TE_DLIGHT ) // TE id
            engfunc( EngFunc_WriteCoord, fOrigin[ 0 ] ) // x
            engfunc( EngFunc_WriteCoord, fOrigin[ 1 ] ) // y
            engfunc( EngFunc_WriteCoord, fOrigin[ 2 ] ) // z
            write_byte( 50 );        // radio
            write_byte( 255 ); // red
            write_byte( 127 ); // green
            write_byte( 80 ); // blue
            write_byte( 30 ); // vida en 0.1, 30 = 3 segundos
            write_byte( 30 ); // velocidad de decaimiento
            message_end(  );
                
            engfunc( EngFunc_MessageBegin, MSG_BROADCAST, SVC_TEMPENTITY, fOrigin, 0);
            write_byte( TE_EXPLOSION );
            engfunc( EngFunc_WriteCoord, fOrigin[ 0 ] ); // x axis
            engfunc( EngFunc_WriteCoord, fOrigin[ 1 ] ); // y axis
            engfunc( EngFunc_WriteCoord, fOrigin[ 2 ] + 75 ); // z axis
            write_short( FwExplosionFire );
            write_byte( 17 );
            write_byte( 15 );
            write_byte( TE_EXPLFLAG_NOSOUND );
            message_end(  );
                
            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 ] + 40 ); // 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( FwFireGib ); // Sprite Index
            write_byte( 30 ); // Count
            write_byte( 10 ); // Life
            write_byte( 2 ); // Scale
            write_byte( 50 ); // Velocity Along Vector
            write_byte( 10 ); // Rendomness of Velocity
            message_end(  );
        }
            
        case 1: {    
                
            new Float:fOrigin[ 3 ];
            pev( entity, pev_origin, fOrigin );
        
            engfunc( EngFunc_MessageBegin, MSG_PAS, SVC_TEMPENTITY, fOrigin, 0 );
            write_byte( TE_WORLDDECAL );
            engfunc( EngFunc_WriteCoord, fOrigin[ 0 ] );
            engfunc( EngFunc_WriteCoord, fOrigin[ 1 ] );
            engfunc( EngFunc_WriteCoord, fOrigin[ 2 ] );
            write_byte( engfunc( EngFunc_DecalIndex,"{scorch3" ) );
            message_end(  );
        
            message_begin( MSG_BROADCAST, SVC_TEMPENTITY );
            write_byte( TE_EXPLOSION );
            engfunc( EngFunc_WriteCoord, fOrigin[ 0 ] );
            engfunc( EngFunc_WriteCoord, fOrigin[ 1 ] );
            engfunc( EngFunc_WriteCoord, fOrigin[ 2 ] + 60.0 );
            write_short( FwTrail );
            write_byte( 10 );
            write_byte( 15 );
            write_byte( 0 );
            message_end(  );
        
            message_begin( MSG_BROADCAST, SVC_TEMPENTITY );
            write_byte( TE_SPRITE );
            engfunc( EngFunc_WriteCoord, fOrigin[ 0 ] + random_float( -5.0, 5.0 ) );
            engfunc( EngFunc_WriteCoord, fOrigin[ 1 ] + random_float( -5.0, 5.0 ) );
            engfunc( EngFunc_WriteCoord, fOrigin[ 2 ] + 200.0 );
            write_short( FwExplode );
            write_byte( 15 );
            write_byte( 200 );
            message_end(  );
        }
    }
}

stock grenade_type( const index, const checkClassName = 0 )  {
 
    static classname[ 9 ];
    
    if( checkClassName ) {
 
        pev( index, pev_classname, classname, 8 ) 
        if ( !equal( classname, "grenade") ) {
 
            return 0;
        } 
    } 
    
    if( get_pdata_int( index, m_fBombStatus ) & fBombPlanted ) {

        return 0;
    }
    
    static bits; bits = get_pdata_int( index, m_usEvent );
    
    if( bits & fExploEvent ) {
 
        return CSW_HEGRENADE;
    } 
    
    else if( !bits ) {
 
        return CSW_FLASHBANG;
    } 
    
    else if( bits & fSmokeEvent ) {
 
        return CSW_SMOKEGRENADE;
    } 
    
    return 0;
}

/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1033\\ f0\\ fs16 \n\\ par }
*/ [/code]
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luciaus
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29 Nov 2013, 22:58

2 wanings si tot nu vrea sa fuctioneze bine are buguri,am incercat pe sv meu de teste si la fel face este bug cand arunci cu he face efecte de la frost nade
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luciaus
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02 Dec 2013, 16:59

se mai ocupa cineva de acest plugin? :(
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10 Dec 2013, 23:00

Mie imi da eroare la un sprites de ce ? :-?
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11 Dec 2013, 14:10

MihaiBadea wrote:Mie imi da eroare la un sprites de ce ? :-?
Nu ai citit si celelalte mesaje? Pluginul este testat, exista o mica interactiune intre HE si SG. O voi rezolva cand am timp.

Ptobabil ca tu nu ai pus fisierele spr in sprite.
„Peste douăzeci de ani vei fi dezamăgit din cauza lucrurilor pe care nu le-ai făcut, nu din cauza celor pe care le-ai făcut.” - Mark Twain
„Asa e si in viata, hotii castiga, prostii care invata pierd.” - Mihai Nemeș


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21 Feb 2014, 10:33

Plugin-ul nu vrea sa mearga pe hostul 0ping. LOL ? Am incercat si alte hosturi si merge. Dar pe ala nu :)))))
Nu imi da nici-o eroare .. deci care ar fii solutia ??
ON: Poti sa le pui random ? Adica sa nu apara mereu artificii / explozia aceea. Sa apara aleatoriu.. Cred ca m-ai inteles ce am vrut sa zic.
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21 Feb 2014, 11:44

merge pe 0ping
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21 Feb 2014, 12:51

merge bine. mersi
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23 Feb 2014, 13:27

Se mai ocupa cineva de plugin ?? Totul este "instalat" bine, nu da eroare, am toate modulele. de ce nu ar merge ?
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23 Feb 2014, 14:08

Cum adica nu merge?
Si vrei sa ia random fiecare efect ?
„Peste douăzeci de ani vei fi dezamăgit din cauza lucrurilor pe care nu le-ai făcut, nu din cauza celor pe care le-ai făcut.” - Mark Twain
„Asa e si in viata, hotii castiga, prostii care invata pierd.” - Mihai Nemeș


Bio.LeagueCs.Ro - Biohazard v4.4 Xmas Edition
discord: IonutC#5114

Experinta in: Java/Spring boot/Angular/C/C++/C#/Javascript/Python/HTML/CSS/Pawn/SQL
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