Alte informatii:
- | Afiseaza codul
#include <amxmodx> #include <engine> #include <fakemeta> #include <zombieplague> #include <zombiexp> new const PLUGIN[] = "[ZP] CROW ZOMBIE"; new const VERSION[] = "1.0"; new const AUTHOR[] = "v3x+Roadrage"; new g_zclass_crow new bool:has_jp[33]; new const CVAR_JP_SPEED[] = "jp_speed"; // Crow Zombie Atributes new const zclass_name[] = { "Crow Zombie" } // name new const zclass_info[] = { "Can Fly" } // description new const zclass_model[] = { "crow" } // model new const zclass_clawmodel[] = { "v_knife_crow.mdl" } // claw model const zclass_health = 9000 // health const zclass_speed = 480 // speed const Float:zclass_gravity = 0.425 // gravity const Float:zclass_knockback = 0 // knockback const zclass_level = 34 public plugin_init() { register_plugin(PLUGIN , VERSION , AUTHOR); register_cvar(CVAR_JP_SPEED , "250"); } public plugin_precache() { g_zclass_crow = zpxp_register_zombie_class(zclass_name, zclass_info, zclass_model, zclass_clawmodel, zclass_health, zclass_speed, zclass_gravity, zclass_knockback, zclass_level) } public client_PreThink(id) { if(!is_user_alive(id) || !zp_get_user_zombie(id)) return PLUGIN_CONTINUE if(zp_get_user_zombie_class(id) != g_zclass_crow) return PLUGIN_CONTINUE new Float:fAim[3] , Float:fVelocity[3]; VelocityByAim(id , get_cvar_num(CVAR_JP_SPEED) , fAim); if(!(get_user_button(id) & IN_JUMP)) { fVelocity[0] = fAim[0]; fVelocity[1] = fAim[1]; fVelocity[2] = fAim[2]; set_user_velocity(id , fVelocity); fm_set_rendering(id, kRenderFxGlowShell, 255, 0, 0, kRenderNormal, 16); } return PLUGIN_CONTINUE; } // User Infected forward public zp_user_infected_post(id, infector) { if (zp_get_user_zombie_class(id) == g_zclass_crow) { client_print(id,print_chat,"[ZP] You are using crow zombie hold jump to fly") has_jp[id] = true } } // Set entity's rendering type (from fakemeta_util) stock fm_set_rendering(entity, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16) { static Float:color[3] color[0] = float(r) color[1] = float(g) color[2] = float(b) set_pev(entity, pev_renderfx, fx) set_pev(entity, pev_rendercolor, color) set_pev(entity, pev_rendermode, render) set_pev(entity, pev_renderamt, float(amount)) }