Admin Spec ESP

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Goad
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10 Apr 2019, 23:47

De editat acesta sa nu mai poata vedea cand sunt morti adminii cu ESP-ul.



Code: Select all

/* AMX Mod X - Script
*
*	Admin Spectator ESP v1.3
*	Copyright (C) 2006 by KoST
*
*	this plugin along with its compiled version can de downloaded here:
*	http://www.amxmodx.org/forums/viewtopic.php?t=24787	
*	
*
*  This program is free software; you can redistribute it and/or
*  modify it under the terms of the GNU General Public License
*  as published by the Free Software Foundation; either version 2
*  of the License, or (at your option) any later version.
*
*  This program is distributed in the hope that it will be useful,
*  but WITHOUT ANY WARRANTY; without even the implied warranty of
*  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
*  GNU General Public License for more details.
*
*  You should have received a copy of the GNU General Public License
*  along with this program; if not, write to the Free Software
*  Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
*  or download here: http://www.gnu.org/licenses/gpl.txt
*
*  In addition, as a special exception, the author gives permission to
*  link the code of this program with the Half-Life Game Engine ("HL
*  Engine") and Modified Game Libraries ("MODs") developed by Valve,
*  L.L.C ("Valve"). You must obey the GNU General Public License in all
*  respects for all of the code used other than the HL Engine and MODs
*  from Valve. If you modify this file, you may extend this exception
*  to your version of the file, but you are not obligated to do so. If
*  you do not wish to do so, delete this exception statement from your
*  version.
*/
//--------------------------------------------------------------------------------------------------

#include <amxmodx>
#include <engine>

// Here you can adjust the required admin level if needed
// there is a list of all levels http://www.amxmodx.org/funcwiki.php?go=module&id=1#const_admin

#define REQUIRED_ADMIN_LEVEL ADMIN_KICK

//--------------------------------------------------------------------------------------------------

#define PLUGIN "Admin Spectator ESP"
#define VERSION "1.3"
#define AUTHOR "KoST"

enum {
	ESP_ON=0,
	ESP_LINE,
	ESP_BOX,
	ESP_NAME,
	ESP_HEALTH_ARMOR,
	ESP_WEAPON,
	ESP_CLIP_AMMO,
	ESP_DISTANCE,
	ESP_TEAM_MATES,
	ESP_AIM_VEC,
}

new bool:admin[33] // is/is not admin
new bool:first_person[33] //is/is not in first person view
new spec[33] // spec[player_id]=the players id if
new laser // precached model
new max_players // if you start hlds with +maxplayers 20 for example this would be 20
new team_colors[4][3]={{0,0,0},{150,0,0},{0,0,150},{0,150,0}} 
new esp_colors[5][3]={{0,255,0},{100,60,60},{60,60,100},{255,0,255},{128,128,128}}
new bool:ducking[33] //is/is not player ducked
new damage_done_to[33] //damage_done_to[p1]=p2 // p1 has hit p2
new view_target[33] // attackers victim
new bool:admin_options[33][10] // individual esp options
new bool:is_in_menu[33] // has esp menu open

// weapon strings
new weapons[30][10]={"None","P228","Scout","HE","XM1014","C4",
	"MAC-10","AUG","Smoke","Elite","Fiveseven",
	"UMP45","SIG550","Galil","Famas","USP",
	"Glock","AWP","MP5","M249","M3","M4A1",
	"TMP","G3SG1","Flash","Deagle","SG552",
	"AK47","Knife","P90"}

public plugin_precache(){
	laser=precache_model("sprites/laserbeam.spr") 
}

public plugin_init(){
	register_plugin(PLUGIN,VERSION,AUTHOR)
	server_print("^n^t%s v%s, Copyright (C) 2006 by %s^n",PLUGIN,VERSION,AUTHOR)
	
	// cvars
	register_cvar("esp","1")
	register_cvar("esp_timer","0.3")
	register_cvar("esp_allow_all","0")
	register_cvar("esp_disable_default_keys","0")
	register_cvar("aesp_version",VERSION,FCVAR_SERVER|FCVAR_UNLOGGED|FCVAR_SPONLY)
	
	// client commands
	register_clcmd("esp_menu","cmd_esp_menu",REQUIRED_ADMIN_LEVEL,"Shows ESP Menu")
	register_clcmd("esp_toggle","cmd_esp_toggle",REQUIRED_ADMIN_LEVEL,"Toggle ESP on/off")
	register_clcmd("say /esp_menu","cmd_esp_menu",REQUIRED_ADMIN_LEVEL,"Shows ESP Menu")
	register_clcmd("say /esp_toggle","cmd_esp_toggle",REQUIRED_ADMIN_LEVEL,"Toggle ESP on/off")
	register_clcmd("esp_settings","cmd_esp_settings",REQUIRED_ADMIN_LEVEL," ESP adasdsassdasd")
	
	
	// events
	register_event("StatusValue","spec_target","bd","1=2")
	register_event("SpecHealth2","spec_target","bd")
	register_event("TextMsg","spec_mode","b","2&#Spec_Mode")
	register_event("Damage", "event_Damage", "b", "2!0", "3=0", "4!0")
	register_event("ResetHUD", "reset_hud_alive", "be")
	
	
	// menu
	new keys=MENU_KEY_0|MENU_KEY_1|MENU_KEY_2|MENU_KEY_3|MENU_KEY_4|MENU_KEY_5|MENU_KEY_6|MENU_KEY_7|MENU_KEY_8|MENU_KEY_9
	register_menucmd(register_menuid("Admin Specator ESP"),keys,"menu_esp")
	
	max_players=get_maxplayers()
	
	// start esp_timer for the first time
	set_task(1.0,"esp_timer")
} 

public reset_hud_alive(id){
	spec[id]=0
	return PLUGIN_CONTINUE
}

public cmd_esp_settings(id){
	if (admin[id]){
		new out[11]
		read_argv(1,out,10)
		new len=strlen(out) 	
		for (new i=0;i<len;i++){
			if (out[i]=='1'){
				admin_options[id][i]=true
			}else{
				admin_options[id][i]=false
			}
		}
	}
}

public cmd_esp_menu(id){
	if (admin[id] && get_cvar_num("esp")==1){
		show_esp_menu(id)
	}
}

public cmd_esp_toggle(id){
	if (admin[id] && get_cvar_num("esp")==1){
		change_esp_status(id,!admin_options[id][0])
	}
}

public show_esp_menu(id){
	is_in_menu[id]=true
	new menu[301]
	new keys=MENU_KEY_0|MENU_KEY_1|MENU_KEY_2|MENU_KEY_3|MENU_KEY_4|MENU_KEY_5|MENU_KEY_6|MENU_KEY_7|MENU_KEY_8|MENU_KEY_9
	new onoff[2][]={{"\roff\w"},{"\yon\w"}} // \r=red \y=yellow \w white
	new text[2][]={{"(use move forward/backward to switch on/off)"},{"(use esp_toggle command to toggle)"}} // \r=red \y=yellow \w white
	new text_index=get_cvar_num("esp_disable_default_keys")
	if (text_index!=1) text_index=0
	format(menu, 300, "Admin Specator ESP^nis %s %s^n^n1. Line is %s^n2. Box is %s^n3. Name is %s^n4. Health/Armor is %s^n5. Weapon is %s^n6. Clip/Ammo is %s^n7. Distance is %s^n8. Show TeamMates is %s^n9. Show AimVector is %s^n^n0. Exit",
	onoff[admin_options[id][ESP_ON]],
	text[text_index],
	onoff[admin_options[id][ESP_LINE]],
	onoff[admin_options[id][ESP_BOX]],
	onoff[admin_options[id][ESP_NAME]],
	onoff[admin_options[id][ESP_HEALTH_ARMOR]],
	onoff[admin_options[id][ESP_WEAPON]],
	onoff[admin_options[id][ESP_CLIP_AMMO]],
	onoff[admin_options[id][ESP_DISTANCE]],
	onoff[admin_options[id][ESP_TEAM_MATES]],
	onoff[admin_options[id][ESP_AIM_VEC]])
	show_menu(id,keys,menu)
	
	return PLUGIN_HANDLED
}

public menu_esp(id,key){
	if (key==9){ // exit
		is_in_menu[id]=false
		return PLUGIN_HANDLED
	}
	// toggle esp options
	if (admin_options[id][key+1]){
		admin_options[id][key+1]=false
		}else{
		admin_options[id][key+1]=true
	}
	show_esp_menu(id)
	return PLUGIN_HANDLED
}

public event_Damage(id){
	if (id>0) {
		new attacker=get_user_attacker(id)
		if (attacker>0 && attacker<=max_players){ 
			if (view_target[attacker]==id){
				damage_done_to[attacker]=id
			}
		}
	}
	return PLUGIN_CONTINUE
}

public spec_mode(id){
	// discover if in first_person_view
	new specMode[12]
	read_data(2,specMode,11)
	
	if(equal(specMode,"#Spec_Mode4")){
		first_person[id]=true
		}else{
		first_person[id]=false
	}
	return PLUGIN_CONTINUE
}

public spec_target(id){
	if (id>0){
		new target=read_data(2)
		if (target!=0){
			spec[id]=target
		}
	}
	return PLUGIN_CONTINUE
}

public client_putinserver(id){
	first_person[id]=false
	if ((get_user_flags(id) & REQUIRED_ADMIN_LEVEL) || get_cvar_num("esp_allow_all")==1){
		admin[id]=true
		init_admin_options(id)
		
		}else{
		admin[id]=false
	}
}

public init_admin_options(id){
	
	for (new i=0;i<10;i++){
		admin_options[id][i]=true
	}
	admin_options[id][ESP_TEAM_MATES]=false
	load_vault_data(id)
}

public save2vault(id){
	if (admin[id]){
		new authid[35]
		get_user_authid (id,authid,34) 
		new tmp[11]
	
		for (new s=0;s<10;s++){
		
			if (admin_options[id][s]){
				tmp[s]='1';
			}else{
				tmp[s]='0';
			}
		}
		tmp[10]=0

		//server_print("STEAMID: %s OPTIONS: %s",authid,tmp);
		new key[41]
		format(key,40,"AESP_%s",authid) 
		
		set_vaultdata(key,tmp)
	}
}

public load_vault_data(id){
	if (admin[id]){
		new data[11]
		new authid[35]
		get_user_authid (id,authid,34)
		new key[41]
		format(key,40,"AESP_%s",authid) 
		get_vaultdata(key,data,10)
		if (strlen(data)>0){
			for (new s=0;s<10;s++){
				if (data[s]=='1'){
					admin_options[id][s]=true
				}else{
					admin_options[id][s]=false
				}
			}
		}
	}	
	
}

public client_disconnect(id){
	save2vault(id)
	admin[id]=false
	spec[id]=0
}

public change_esp_status(id,bool:on){
	if (on){
		admin_options[id][0]=true
		if (!is_in_menu[id]) client_print(id,print_chat,"[%s] ON",PLUGIN)
		if (is_in_menu[id]) show_esp_menu(id)
	}else{
		admin_options[id][0]=false
		if (!is_in_menu[id]) client_print(id,print_chat,"[%s] OFF",PLUGIN)
		if (is_in_menu[id]) show_esp_menu(id)
	}
}

public client_PreThink(id){
	if (!is_user_connected(id)) return PLUGIN_CONTINUE
	
	new button=get_user_button(id)
	if (button==0) return PLUGIN_CONTINUE // saves a lot of cpu
	
	new oldbutton=get_user_oldbutton(id)
	
	if (button & IN_DUCK){
		ducking[id]=true
		}else{
		ducking[id]=false
	}
	
	if ((get_cvar_num("esp")==1) && (get_cvar_num("esp_disable_default_keys")!=1)){
		if (admin[id]){
			if (first_person[id] && !is_user_alive(id)){
				if ((button & IN_RELOAD) && !(oldbutton & IN_RELOAD)){
					show_esp_menu(id)
				}
				if ((button & IN_FORWARD)  && !(oldbutton & IN_FORWARD) && !admin_options[id][0]){
					change_esp_status(id,true)
				}
				if ((button & IN_BACK)  && !(oldbutton & IN_BACK) && admin_options[id][0]){
					change_esp_status(id,false)
				}
			}
		}
	}
	return PLUGIN_CONTINUE
}

public draw_aim_vector(i,s,len){
	new Float:endpoint[3]
	new tmp[3]
	new Float:vec1[3]
	get_user_origin(s, tmp, 1)
	IVecFVec(tmp,vec1)
	vec1[2]-=6.0
	VelocityByAim(s,len,endpoint) // get aim vector
	addVec(endpoint,vec1) // add origin to get absolute coordinates
	make_TE_BEAMPOINTS(i,4,vec1,endpoint,10,0,255)
	return PLUGIN_CONTINUE
}

public esp_timer(){
	
	if (get_cvar_num("esp")!=1) { // if esp is not 1, it is off
		set_task(1.0,"esp_timer") // check for reactivation in 1 sec intervals
		return PLUGIN_CONTINUE
	}
	
	for (new i=1;i<=max_players;i++){ // loop through players
		
		if (admin_options[i][ESP_ON] && first_person[i] && is_user_connected(i) && admin[i] && (!is_user_alive(i)) && (spec[i]>0) && is_user_alive(spec[i])&&get_user_team(i)==3){ // :)
			
			new spec_id=spec[i]
			new Float:my_origin[3] 
			entity_get_vector(i,EV_VEC_origin,my_origin) // get origin of spectating admin
			new my_team
			my_team=get_team(spec_id) // get team of spectated :)
			
			new Float:smallest_angle=180.0 
			new smallest_id=0
			new Float:xp=2.0,Float:yp=2.0 // x,y of hudmessage
			new Float:dist
			
			for (new s=1;s<=max_players;s++){ // loop through the targets
				if (is_user_alive(s)){ // target must be alive
					new target_team=get_team(s) // get team of target
					if (!(target_team==3)){ //if not spectator
						if (spec_id!=s){ // do not target myself
							// if the target is in the other team and not spectator
							
							if (((my_team!=target_team && (target_team==1 || target_team==2)) || admin_options[i][ESP_TEAM_MATES])){
								
								new Float:target_origin[3]
								// get origin of target
								entity_get_vector(s,EV_VEC_origin,target_origin)
								
								
								// get distance from me to target
								new Float:distance=vector_distance(my_origin,target_origin)
								
								if (admin_options[i][ESP_LINE]){
									
									new width
									if (distance<2040.0){
										// calculate width according to distance
										width=(255-floatround(distance/8.0))/3
										}else{
										width=1
									}	
									// create temp_ent
									make_TE_BEAMENTPOINT(i,target_origin,width,target_team)
								}
								
								
								// get vector from me to target
								new Float:v_middle[3]
								subVec(target_origin,my_origin,v_middle)
								
								// trace from me to target, getting hitpoint
								new Float:v_hitpoint[3]
								trace_line (-1,my_origin,target_origin,v_hitpoint)
								
								// get distance from me to hitpoint (nearest wall)
								new Float:distance_to_hitpoint=vector_distance(my_origin,v_hitpoint)
								
								// scale
								new Float:scaled_bone_len
								if (ducking[spec_id]){
									scaled_bone_len=distance_to_hitpoint/distance*(50.0-18.0)
									}else{
									scaled_bone_len=distance_to_hitpoint/distance*50.0
								}
								scaled_bone_len=distance_to_hitpoint/distance*50.0
								
								new Float:scaled_bone_width=distance_to_hitpoint/distance*150.0
								
								new Float:v_bone_start[3],Float:v_bone_end[3]
								new Float:offset_vector[3]
								// get the point 10.0 units away from wall
								normalize(v_middle,offset_vector,distance_to_hitpoint-10.0) // offset from wall
								
								// set to eye level
								new Float:eye_level[3]
								copyVec(my_origin,eye_level)
								
								if (ducking[spec_id]){
									eye_level[2]+=12.3
									}else{
									eye_level[2]+=17.5
								}
								
								
								addVec(offset_vector,eye_level)
								
								// start and end of green box
								copyVec(offset_vector,v_bone_start)
								copyVec(offset_vector,v_bone_end)
								v_bone_end[2]-=scaled_bone_len
								
								new Float:distance_target_hitpoint=distance-distance_to_hitpoint
								
								new actual_bright=255
								
								if (admin_options[i][ESP_BOX]){
									// this is to make green box darker if distance is larger
									if (distance_target_hitpoint<2040.0){
										actual_bright=(255-floatround(distance_target_hitpoint/12.0))
										
										}else{
										actual_bright=85
									}	
									new color
									if (distance_to_hitpoint!=distance){ // if no line of sight
										color=0
										}else{ // if line of sight
										color=target_team
									}
									
									if (damage_done_to[spec_id]==s) {
										color=3
										damage_done_to[spec_id]=0
									}
									make_TE_BEAMPOINTS(i,color,v_bone_start,v_bone_end,floatround(scaled_bone_width),target_team,actual_bright)
								}
								
								
								if (admin_options[i][ESP_AIM_VEC] || admin_options[i][ESP_NAME] || admin_options[i][ESP_HEALTH_ARMOR] || admin_options[i][ESP_WEAPON] || admin_options[i][ESP_CLIP_AMMO] || admin_options[i][ESP_DISTANCE]){
									
									
									new Float:ret[2]
									new Float:x_angle=get_screen_pos(spec_id,v_middle,ret)
									
									// find target with the smallest distance to crosshair (on x-axis)
									if (smallest_angle>floatabs(x_angle)){
										if (floatabs(x_angle)!=0.0){
											smallest_angle=floatabs(x_angle)
											view_target[spec_id]=s
											smallest_id=s // store nearest target id..
											xp=ret[0] // and x,y coordinates of hudmessage
											yp=ret[1]
											dist=distance
										}
									}
								}
							}
						}
					}
				}
			} // inner player loop end
			if (!is_user_alive(smallest_id)) {
				smallest_id=0
				xp=-1.0
			}
			if (smallest_id>0 && admin_options[i][ESP_AIM_VEC]){
				draw_aim_vector(i,smallest_id,2000)
			}
			if (xp>0.0 && xp<=1.0 && yp>0.0 && yp<=1.0){ // if in visible range
				// show the player info
				set_hudmessage(255, 255, 0, floatabs(xp), floatabs(yp), 0, 0.0, get_cvar_float("esp_timer"), 0.0, 0.0, 2)
				
				new name[37]=""
				new tmp[33]
				get_user_name(smallest_id,tmp,32)
				if (admin_options[i][ESP_NAME]){
					format(name,36,"[%s]^n",tmp)
				}
				
				
				new health[25]=""
				if (admin_options[i][ESP_HEALTH_ARMOR]){
					new hp=get_user_health(smallest_id)
					new armor=get_user_armor(smallest_id)
					format(health,24,"health: %d armor: %d^n",hp,armor)
				}
				
				
				new clip_ammo[22]=""
				new clip,ammo
				new weapon_id=get_user_weapon(smallest_id,clip,ammo)
				if (admin_options[i][ESP_CLIP_AMMO]){
					format(clip_ammo,21,"clip: %d ammo: %d^n",clip,ammo)
				}
				
				new weapon_name[21]=""
				if (admin_options[i][ESP_WEAPON]){
					if ((weapon_id-1)<0 || (weapon_id-1)>29) weapon_id=1
					format(weapon_name,20,"weapon: %s^n",weapons[weapon_id-1])
					//copy(weapon_name,9,weapons[weapon_id-1])
				}
				
				new str_dist[19]
				if (admin_options[i][ESP_DISTANCE]){
					format(str_dist,18,"distance: %d^n",floatround(dist))
				}
				
				show_hudmessage(i, "%s%s%s%s%s",name,health,weapon_name,clip_ammo,str_dist)
			}
		}
	}
	set_task(get_cvar_float("esp_timer"),"esp_timer") // keep it going
	return PLUGIN_CONTINUE	
}

public Float:get_screen_pos(id,Float:v_me_to_target[3],Float:Ret[2]){
	new Float:v_aim[3]
	VelocityByAim(id,1,v_aim) // get aim vector
	new Float:aim[3]
	copyVec(v_aim,aim) // make backup copy of v_aim
	v_aim[2]=0.0 // project aim vector vertically to x,y plane
	new Float:v_target[3]
	copyVec(v_me_to_target,v_target)
	v_target[2]=0.0 // project target vector vertically to x,y plane
	// both v_aim and v_target are in the x,y plane, so angle can be calculated..
	new Float:x_angle
	new Float:x_pos=get_screen_pos_x(v_target,v_aim,x_angle) // get the x coordinate of hudmessage..
	new Float:y_pos=get_screen_pos_y(v_me_to_target,aim) // get the y coordinate of hudmessage..
	Ret[0]=x_pos 
	Ret[1]=y_pos
	return x_angle
}

public Float:get_screen_pos_x(Float:target[3],Float:aim[3],&Float:xangle){
	new Float:x_angle=floatacos(vectorProduct(aim,target)/(getVecLen(aim)*getVecLen(target)),1) // get angle between vectors
	new Float:x_pos
	//this part is a bit tricky..
	//the problem is that the 'angle between vectors' formula returns always positive values
	//how can be determined if the target vector is on the left or right side of the aim vector? with only positive angles?
	//the solution:
	//the scalar triple product returns the volume of the parallelepiped that is created by three input vectors
	//
	//i used the aim and target vectors as the first two input parameters
	//and the third one is a vector pointing straight upwards [0,0,1]
	//if now the target is on the left side of spectator origin the created parallelepipeds volume is negative 
	//and on the right side positive
	//now we can turn x_angle into a signed value..
	if (scalar_triple_product(aim,target)<0.0) x_angle*=-1 // make signed
	if (x_angle>=-45.0 && x_angle<=45.0){ // if in fov of 90
		x_pos=1.0-(floattan(x_angle,degrees)+1.0)/2.0 // calulate y_pos of hudmessage
		xangle=x_angle
		return x_pos
	}
	xangle=0.0
	return -2.0
}

public Float:get_screen_pos_y(Float:v_target[3],Float:aim[3]){
	new Float:target[3]
	
	// rotate vector about z-axis directly over the direction vector (to get height angle)
	rotateVectorZ(v_target,aim,target)
	
	// get angle between aim vector and target vector
	new Float:y_angle=floatacos(vectorProduct(aim,target)/(getVecLen(aim)*getVecLen(target)),1) // get angle between vectors
	
	new Float:y_pos
	new Float:norm_target[3],Float:norm_aim[3]
	
	// get normalized target and aim vectors
	normalize(v_target,norm_target,1.0)
	normalize(aim,norm_aim,1.0)
	
	//since the 'angle between vectors' formula returns always positive values
	if (norm_target[2]<norm_aim[2]) y_angle*=-1 //make signed
	
	if (y_angle>=-45.0 && y_angle<=45.0){ // if in fov of 90
		y_pos=1.0-(floattan(y_angle,degrees)+1.0)/2.0 // calulate y_pos of hudmessage
		if (y_pos>=0.0 && y_pos<=1.0) return y_pos
	}
	return -2.0
}

public get_team(id){
	new team[2]
	get_user_team(id,team,1)
	switch(team[0]){
		case 'T':{
			return 1
		}
		case 'C':{
			return 2
		}
		case 'S':{
			return 3
		}
		default:{}
	}
	return 0
}

// Vector Operations -------------------------------------------------------------------------------

public Float:getVecLen(Float:Vec[3]){
	new Float:VecNull[3]={0.0,0.0,0.0}
	new Float:len=vector_distance(Vec,VecNull)
	return len
}

public Float:scalar_triple_product(Float:a[3],Float:b[3]){
	new Float:up[3]={0.0,0.0,1.0}
	new Float:Ret[3]
	Ret[0]=a[1]*b[2]-a[2]*b[1]
	Ret[1]=a[2]*b[0]-a[0]*b[2]
	Ret[2]=a[0]*b[1]-a[1]*b[0]
	return vectorProduct(Ret,up)
}

public normalize(Float:Vec[3],Float:Ret[3],Float:multiplier){
	new Float:len=getVecLen(Vec)
	copyVec(Vec,Ret)
	Ret[0]/=len
	Ret[1]/=len
	Ret[2]/=len
	Ret[0]*=multiplier
	Ret[1]*=multiplier
	Ret[2]*=multiplier
}

public rotateVectorZ(Float:Vec[3],Float:direction[3],Float:Ret[3]){
	// rotates vector about z-axis
	new Float:tmp[3]
	copyVec(Vec,tmp)
	tmp[2]=0.0
	new Float:dest_len=getVecLen(tmp)
	copyVec(direction,tmp)
	tmp[2]=0.0
	new Float:tmp2[3]
	normalize(tmp,tmp2,dest_len)
	tmp2[2]=Vec[2]
	copyVec(tmp2,Ret)
}

public Float:vectorProduct(Float:Vec1[3],Float:Vec2[3]){
	return Vec1[0]*Vec2[0]+Vec1[1]*Vec2[1]+Vec1[2]*Vec2[2]
}

public copyVec(Float:Vec[3],Float:Ret[3]){
	Ret[0]=Vec[0]
	Ret[1]=Vec[1]
	Ret[2]=Vec[2]
}

public subVec(Float:Vec1[3],Float:Vec2[3],Float:Ret[3]){
	Ret[0]=Vec1[0]-Vec2[0]
	Ret[1]=Vec1[1]-Vec2[1]
	Ret[2]=Vec1[2]-Vec2[2]
}

public addVec(Float:Vec1[3],Float:Vec2[3]){
	Vec1[0]+=Vec2[0]
	Vec1[1]+=Vec2[1]
	Vec1[2]+=Vec2[2]
}

// Temporary Entities ------------------------------------------------------------------------------
// there is a list of much more temp entities at: http://djeyl.net/forum/index.php?s=80ec5b9163006b5cbd0a51dd198e563a&act=Attach&type=post&id=290870
// all messages are sent with MSG_ONE_UNRELIABLE flag to avoid overflow in case of very low esp_timer setting and much targets

public make_TE_BEAMPOINTS(id,color,Float:Vec1[3],Float:Vec2[3],width,target_team,brightness){
	message_begin(MSG_ONE_UNRELIABLE ,SVC_TEMPENTITY,{0,0,0},id) //message begin
	write_byte(0)
	write_coord(floatround(Vec1[0])) // start position
	write_coord(floatround(Vec1[1]))
	write_coord(floatround(Vec1[2]))
	write_coord(floatround(Vec2[0])) // end position
	write_coord(floatround(Vec2[1]))
	write_coord(floatround(Vec2[2]))
	write_short(laser) // sprite index
	write_byte(3) // starting frame
	write_byte(0) // frame rate in 0.1's
	write_byte(floatround(get_cvar_float("esp_timer")*10)) // life in 0.1's
	write_byte(width) // line width in 0.1's
	write_byte(0) // noise amplitude in 0.01's
	write_byte(esp_colors[color][0])
	write_byte(esp_colors[color][1])
	write_byte(esp_colors[color][2])
	write_byte(brightness) // brightness)
	write_byte(0) // scroll speed in 0.1's
	message_end()
}

public make_TE_BEAMENTPOINT(id,Float:target_origin[3],width,target_team){
	message_begin(MSG_ONE_UNRELIABLE,SVC_TEMPENTITY,{0,0,0},id)
	write_byte(1)
	write_short(id)
	write_coord(floatround(target_origin[0]))
	write_coord(floatround(target_origin[1]))
	write_coord(floatround(target_origin[2]))
	write_short(laser)
	write_byte(1)		
	write_byte(1)
	write_byte(floatround(get_cvar_float("esp_timer")*10))
	write_byte(width)
	write_byte(0)
	write_byte(team_colors[target_team][0])
	write_byte(team_colors[target_team][1])
	write_byte(team_colors[target_team][2])
	write_byte(255)
	write_byte(0)
	message_end()
}
Last edited by Goad on 12 Apr 2019, 20:50, edited 3 times in total.
RoyalServer
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levin
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11 Apr 2019, 11:57

dacă e spectator înseamnă că e mort
Pentru ajutor, faceți cerere bine detaliată, completând și respectând modelul corespunzător.
Nu-mi mai dați cereri doar pentru a mă avea în lista de prieteni.
Dacă te ajut, și mă ignori/etc > te adaug în „foe”.
Aveți grijă la cei ce încearcă să mă copieze sau să dea drept mine..Puteți lua legătura cu mine prin STEAM dacă aveți o problemă/nelămurire în acest caz! Cont de forum am doar aici.
În cazul în care utilizați ceva din ce am postat(ex: aici), e bine să fiți la curent cu modificările aduse și de aici, iar dacă sunt ceva probleme nu ezitați să luați legătura cu mine. Actualizarea unor coduri nu se vor afișa public, doar dacă se găsește ceva critic/urgent de remediat, unele fiind coduri vechi iar unele refăcute chiar recent dar private.
* Nume pe cs1.6: eVoLuTiOn \ Nume vechi: eVo
* Atelierul meu - post2819572.html#p2819572 (închis, click link ca să vedeți de ce)
Goad
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11 Apr 2019, 12:12

L E V I N wrote:
11 Apr 2019, 11:57
dacă e spectator înseamnă că e mort
Levi, eu ma refer ca atunci cand este mort la CT/T sa nu ii aparata ESP-ul sa nu ii se activeze. Doar cand este la spectatori sa ii apara ESP-ul atat.
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11 Apr 2019, 19:16

nu mai pune cu [sursa]

Code: Select all

/* AMX Mod X - Script
*
*	Admin Spectator ESP v1.3
*	Copyright (C) 2006 by KoST
*
*	this plugin along with its compiled version can de downloaded here:
*	http://www.amxmodx.org/forums/viewtopic.php?t=24787	
*	
*
*  This program is free software; you can redistribute it and/or
*  modify it under the terms of the GNU General Public License
*  as published by the Free Software Foundation; either version 2
*  of the License, or (at your option) any later version.
*
*  This program is distributed in the hope that it will be useful,
*  but WITHOUT ANY WARRANTY; without even the implied warranty of
*  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
*  GNU General Public License for more details.
*
*  You should have received a copy of the GNU General Public License
*  along with this program; if not, write to the Free Software
*  Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
*  or download here: http://www.gnu.org/licenses/gpl.txt
*
*  In addition, as a special exception, the author gives permission to
*  link the code of this program with the Half-Life Game Engine ("HL
*  Engine") and Modified Game Libraries ("MODs") developed by Valve,
*  L.L.C ("Valve"). You must obey the GNU General Public License in all
*  respects for all of the code used other than the HL Engine and MODs
*  from Valve. If you modify this file, you may extend this exception
*  to your version of the file, but you are not obligated to do so. If
*  you do not wish to do so, delete this exception statement from your
*  version.
*/
//--------------------------------------------------------------------------------------------------

#include <amxmodx>
#include <engine>

// Here you can adjust the required admin level if needed
// there is a list of all levels http://www.amxmodx.org/funcwiki.php?go=module&id=1#const_admin

#define REQUIRED_ADMIN_LEVEL ADMIN_KICK

//--------------------------------------------------------------------------------------------------

#define PLUGIN "Admin Spectator ESP"
#define VERSION "1.3"
#define AUTHOR "KoST"

enum {
	ESP_ON=0,
	ESP_LINE,
	ESP_BOX,
	ESP_NAME,
	ESP_HEALTH_ARMOR,
	ESP_WEAPON,
	ESP_CLIP_AMMO,
	ESP_DISTANCE,
	ESP_TEAM_MATES,
	ESP_AIM_VEC,
}

new bool:admin[33] // is/is not admin
new bool:first_person[33] //is/is not in first person view
new spec[33] // spec[player_id]=the players id if
new laser // precached model
new max_players // if you start hlds with +maxplayers 20 for example this would be 20
new team_colors[4][3]={{0,0,0},{150,0,0},{0,0,150},{0,150,0}} 
new esp_colors[5][3]={{0,255,0},{100,60,60},{60,60,100},{255,0,255},{128,128,128}}
new bool:ducking[33] //is/is not player ducked
new damage_done_to[33] //damage_done_to[p1]=p2 // p1 has hit p2
new view_target[33] // attackers victim
new bool:admin_options[33][10] // individual esp options
new bool:is_in_menu[33] // has esp menu open

// weapon strings
new weapons[30][10]={"None","P228","Scout","HE","XM1014","C4",
	"MAC-10","AUG","Smoke","Elite","Fiveseven",
	"UMP45","SIG550","Galil","Famas","USP",
	"Glock","AWP","MP5","M249","M3","M4A1",
	"TMP","G3SG1","Flash","Deagle","SG552",
	"AK47","Knife","P90"}

public plugin_precache(){
	laser=precache_model("sprites/laserbeam.spr") 
}

public plugin_init(){
	register_plugin(PLUGIN,VERSION,AUTHOR)
	server_print("^n^t%s v%s, Copyright (C) 2006 by %s^n",PLUGIN,VERSION,AUTHOR)
	
	// cvars
	register_cvar("esp","1")
	register_cvar("esp_timer","0.3")
	register_cvar("esp_allow_all","0")
	register_cvar("esp_disable_default_keys","0")
	register_cvar("aesp_version",VERSION,FCVAR_SERVER|FCVAR_UNLOGGED|FCVAR_SPONLY)
	
	// client commands
	register_clcmd("esp_menu","cmd_esp_menu",REQUIRED_ADMIN_LEVEL,"Shows ESP Menu")
	register_clcmd("esp_toggle","cmd_esp_toggle",REQUIRED_ADMIN_LEVEL,"Toggle ESP on/off")
	register_clcmd("say /esp_menu","cmd_esp_menu",REQUIRED_ADMIN_LEVEL,"Shows ESP Menu")
	register_clcmd("say /esp_toggle","cmd_esp_toggle",REQUIRED_ADMIN_LEVEL,"Toggle ESP on/off")
	register_clcmd("esp_settings","cmd_esp_settings",REQUIRED_ADMIN_LEVEL," ESP adasdsassdasd")
	
	
	// events
	register_event("StatusValue","spec_target","bd","1=2")
	register_event("SpecHealth2","spec_target","bd")
	register_event("TextMsg","spec_mode","b","2&#Spec_Mode")
	register_event("Damage", "event_Damage", "b", "2!0", "3=0", "4!0")
	register_event("ResetHUD", "reset_hud_alive", "be")
	
	
	// menu
	new keys=MENU_KEY_0|MENU_KEY_1|MENU_KEY_2|MENU_KEY_3|MENU_KEY_4|MENU_KEY_5|MENU_KEY_6|MENU_KEY_7|MENU_KEY_8|MENU_KEY_9
	register_menucmd(register_menuid("Admin Specator ESP"),keys,"menu_esp")
	
	max_players=get_maxplayers()
	
	// start esp_timer for the first time
	set_task(1.0,"esp_timer")
} 

public reset_hud_alive(id){
	spec[id]=0
	return PLUGIN_CONTINUE
}

public cmd_esp_settings(id){
	if (admin[id]){
		new out[11]
		read_argv(1,out,10)
		new len=strlen(out) 	
		for (new i=0;i<len;i++){
			if (out[i]=='1'){
				admin_options[id][i]=true
			}else{
				admin_options[id][i]=false
			}
		}
	}
}

public cmd_esp_menu(id){
	if (admin[id] && get_cvar_num("esp")==1){
		show_esp_menu(id)
	}
}

public cmd_esp_toggle(id){
	if (admin[id] && get_cvar_num("esp")==1){
		change_esp_status(id,!admin_options[id][0])
	}
}

public show_esp_menu(id){
	is_in_menu[id]=true
	new menu[301]
	new keys=MENU_KEY_0|MENU_KEY_1|MENU_KEY_2|MENU_KEY_3|MENU_KEY_4|MENU_KEY_5|MENU_KEY_6|MENU_KEY_7|MENU_KEY_8|MENU_KEY_9
	new onoff[2][]={{"\roff\w"},{"\yon\w"}} // \r=red \y=yellow \w white
	new text[2][]={{"(use move forward/backward to switch on/off)"},{"(use esp_toggle command to toggle)"}} // \r=red \y=yellow \w white
	new text_index=get_cvar_num("esp_disable_default_keys")
	if (text_index!=1) text_index=0
	format(menu, 300, "Admin Specator ESP^nis %s %s^n^n1. Line is %s^n2. Box is %s^n3. Name is %s^n4. Health/Armor is %s^n5. Weapon is %s^n6. Clip/Ammo is %s^n7. Distance is %s^n8. Show TeamMates is %s^n9. Show AimVector is %s^n^n0. Exit",
	onoff[admin_options[id][ESP_ON]],
	text[text_index],
	onoff[admin_options[id][ESP_LINE]],
	onoff[admin_options[id][ESP_BOX]],
	onoff[admin_options[id][ESP_NAME]],
	onoff[admin_options[id][ESP_HEALTH_ARMOR]],
	onoff[admin_options[id][ESP_WEAPON]],
	onoff[admin_options[id][ESP_CLIP_AMMO]],
	onoff[admin_options[id][ESP_DISTANCE]],
	onoff[admin_options[id][ESP_TEAM_MATES]],
	onoff[admin_options[id][ESP_AIM_VEC]])
	show_menu(id,keys,menu)
	
	return PLUGIN_HANDLED
}

public menu_esp(id,key){
	if (key==9){ // exit
		is_in_menu[id]=false
		return PLUGIN_HANDLED
	}
	// toggle esp options
	if (admin_options[id][key+1]){
		admin_options[id][key+1]=false
		}else{
		admin_options[id][key+1]=true
	}
	show_esp_menu(id)
	return PLUGIN_HANDLED
}

public event_Damage(id){
	if (id>0) {
		new attacker=get_user_attacker(id)
		if (attacker>0 && attacker<=max_players){ 
			if (view_target[attacker]==id){
				damage_done_to[attacker]=id
			}
		}
	}
	return PLUGIN_CONTINUE
}

public spec_mode(id){
	// discover if in first_person_view
	new specMode[12]
	read_data(2,specMode,11)
	
	if(equal(specMode,"#Spec_Mode4")){
		first_person[id]=true
		}else{
		first_person[id]=false
	}
	return PLUGIN_CONTINUE
}

public spec_target(id){
	if (id>0){
		new target=read_data(2)
		if (target!=0){
			spec[id]=target
		}
	}
	return PLUGIN_CONTINUE
}

public client_putinserver(id){
	first_person[id]=false
	if ((get_user_flags(id) & REQUIRED_ADMIN_LEVEL) || get_cvar_num("esp_allow_all")==1){
		admin[id]=true
		init_admin_options(id)
		
		}else{
		admin[id]=false
	}
}

public init_admin_options(id){
	
	for (new i=0;i<10;i++){
		admin_options[id][i]=true
	}
	admin_options[id][ESP_TEAM_MATES]=false
	load_vault_data(id)
}

public save2vault(id){
	if (admin[id]){
		new authid[35]
		get_user_authid (id,authid,34) 
		new tmp[11]
	
		for (new s=0;s<10;s++){
		
			if (admin_options[id][s]){
				tmp[s]='1';
			}else{
				tmp[s]='0';
			}
		}
		tmp[10]=0

		//server_print("STEAMID: %s OPTIONS: %s",authid,tmp);
		new key[41]
		format(key,40,"AESP_%s",authid) 
		
		set_vaultdata(key,tmp)
	}
}

public load_vault_data(id){
	if (admin[id]){
		new data[11]
		new authid[35]
		get_user_authid (id,authid,34)
		new key[41]
		format(key,40,"AESP_%s",authid) 
		get_vaultdata(key,data,10)
		if (strlen(data)>0){
			for (new s=0;s<10;s++){
				if (data[s]=='1'){
					admin_options[id][s]=true
				}else{
					admin_options[id][s]=false
				}
			}
		}
	}	
	
}

public client_disconnect(id){
	save2vault(id)
	admin[id]=false
	spec[id]=0
}

public change_esp_status(id,bool:on){
	if (on){
		admin_options[id][0]=true
		if (!is_in_menu[id]) client_print(id,print_chat,"[%s] ON",PLUGIN)
		if (is_in_menu[id]) show_esp_menu(id)
	}else{
		admin_options[id][0]=false
		if (!is_in_menu[id]) client_print(id,print_chat,"[%s] OFF",PLUGIN)
		if (is_in_menu[id]) show_esp_menu(id)
	}
}

public client_PreThink(id){
	if (!is_user_connected(id)) return PLUGIN_CONTINUE
	
	new button=get_user_button(id)
	if (button==0) return PLUGIN_CONTINUE // saves a lot of cpu
	
	new oldbutton=get_user_oldbutton(id)
	
	if (button & IN_DUCK){
		ducking[id]=true
		}else{
		ducking[id]=false
	}
	
	if ((get_cvar_num("esp")==1) && (get_cvar_num("esp_disable_default_keys")!=1)){
		if (admin[id]){
			if (first_person[id] && !is_user_alive(id)){
				if ((button & IN_RELOAD) && !(oldbutton & IN_RELOAD)){
					show_esp_menu(id)
				}
				if ((button & IN_FORWARD)  && !(oldbutton & IN_FORWARD) && !admin_options[id][0]){
					change_esp_status(id,true)
				}
				if ((button & IN_BACK)  && !(oldbutton & IN_BACK) && admin_options[id][0]){
					change_esp_status(id,false)
				}
			}
		}
	}
	return PLUGIN_CONTINUE
}

public draw_aim_vector(i,s,len){
	new Float:endpoint[3]
	new tmp[3]
	new Float:vec1[3]
	get_user_origin(s, tmp, 1)
	IVecFVec(tmp,vec1)
	vec1[2]-=6.0
	VelocityByAim(s,len,endpoint) // get aim vector
	addVec(endpoint,vec1) // add origin to get absolute coordinates
	make_TE_BEAMPOINTS(i,4,vec1,endpoint,10,0,255)
	return PLUGIN_CONTINUE
}

public esp_timer(){
	
	if (get_cvar_num("esp")!=1) { // if esp is not 1, it is off
		set_task(1.0,"esp_timer") // check for reactivation in 1 sec intervals
		return PLUGIN_CONTINUE
	}
	
	for (new i=1;i<=max_players;i++){ // loop through players
		
		if (admin_options[i][ESP_ON] && first_person[i] && is_user_connected(i) && admin[i] && (!is_user_alive(i)) && (spec[i]>0) && is_user_alive(spec[i])&&get_user_team(i)==3){ // :)
			
			new spec_id=spec[i]
			new Float:my_origin[3] 
			entity_get_vector(i,EV_VEC_origin,my_origin) // get origin of spectating admin
			new my_team
			my_team=get_team(spec_id) // get team of spectated :)
			
			new Float:smallest_angle=180.0 
			new smallest_id=0
			new Float:xp=2.0,Float:yp=2.0 // x,y of hudmessage
			new Float:dist
			
			for (new s=1;s<=max_players;s++){ // loop through the targets
				if (is_user_alive(s)){ // target must be alive
					new target_team=get_team(s) // get team of target
					if (!(target_team==3)){ //if not spectator
						if (spec_id!=s){ // do not target myself
							// if the target is in the other team and not spectator
							
							if (((my_team!=target_team && (target_team==1 || target_team==2)) || admin_options[i][ESP_TEAM_MATES])){
								
								new Float:target_origin[3]
								// get origin of target
								entity_get_vector(s,EV_VEC_origin,target_origin)
								
								
								// get distance from me to target
								new Float:distance=vector_distance(my_origin,target_origin)
								
								if (admin_options[i][ESP_LINE]){
									
									new width
									if (distance<2040.0){
										// calculate width according to distance
										width=(255-floatround(distance/8.0))/3
										}else{
										width=1
									}	
									// create temp_ent
									make_TE_BEAMENTPOINT(i,target_origin,width,target_team)
								}
								
								
								// get vector from me to target
								new Float:v_middle[3]
								subVec(target_origin,my_origin,v_middle)
								
								// trace from me to target, getting hitpoint
								new Float:v_hitpoint[3]
								trace_line (-1,my_origin,target_origin,v_hitpoint)
								
								// get distance from me to hitpoint (nearest wall)
								new Float:distance_to_hitpoint=vector_distance(my_origin,v_hitpoint)
								
								// scale
								new Float:scaled_bone_len
								if (ducking[spec_id]){
									scaled_bone_len=distance_to_hitpoint/distance*(50.0-18.0)
									}else{
									scaled_bone_len=distance_to_hitpoint/distance*50.0
								}
								scaled_bone_len=distance_to_hitpoint/distance*50.0
								
								new Float:scaled_bone_width=distance_to_hitpoint/distance*150.0
								
								new Float:v_bone_start[3],Float:v_bone_end[3]
								new Float:offset_vector[3]
								// get the point 10.0 units away from wall
								normalize(v_middle,offset_vector,distance_to_hitpoint-10.0) // offset from wall
								
								// set to eye level
								new Float:eye_level[3]
								copyVec(my_origin,eye_level)
								
								if (ducking[spec_id]){
									eye_level[2]+=12.3
									}else{
									eye_level[2]+=17.5
								}
								
								
								addVec(offset_vector,eye_level)
								
								// start and end of green box
								copyVec(offset_vector,v_bone_start)
								copyVec(offset_vector,v_bone_end)
								v_bone_end[2]-=scaled_bone_len
								
								new Float:distance_target_hitpoint=distance-distance_to_hitpoint
								
								new actual_bright=255
								
								if (admin_options[i][ESP_BOX]){
									// this is to make green box darker if distance is larger
									if (distance_target_hitpoint<2040.0){
										actual_bright=(255-floatround(distance_target_hitpoint/12.0))
										
										}else{
										actual_bright=85
									}	
									new color
									if (distance_to_hitpoint!=distance){ // if no line of sight
										color=0
										}else{ // if line of sight
										color=target_team
									}
									
									if (damage_done_to[spec_id]==s) {
										color=3
										damage_done_to[spec_id]=0
									}
									make_TE_BEAMPOINTS(i,color,v_bone_start,v_bone_end,floatround(scaled_bone_width),target_team,actual_bright)
								}
								
								
								if (admin_options[i][ESP_AIM_VEC] || admin_options[i][ESP_NAME] || admin_options[i][ESP_HEALTH_ARMOR] || admin_options[i][ESP_WEAPON] || admin_options[i][ESP_CLIP_AMMO] || admin_options[i][ESP_DISTANCE]){
									
									
									new Float:ret[2]
									new Float:x_angle=get_screen_pos(spec_id,v_middle,ret)
									
									// find target with the smallest distance to crosshair (on x-axis)
									if (smallest_angle>floatabs(x_angle)){
										if (floatabs(x_angle)!=0.0){
											smallest_angle=floatabs(x_angle)
											view_target[spec_id]=s
											smallest_id=s // store nearest target id..
											xp=ret[0] // and x,y coordinates of hudmessage
											yp=ret[1]
											dist=distance
										}
									}
								}
							}
						}
					}
				}
			} // inner player loop end
			if (!is_user_alive(smallest_id)) {
				smallest_id=0
				xp=-1.0
			}
			if (smallest_id>0 && admin_options[i][ESP_AIM_VEC]){
				draw_aim_vector(i,smallest_id,2000)
			}
			if (xp>0.0 && xp<=1.0 && yp>0.0 && yp<=1.0){ // if in visible range
				// show the player info
				set_hudmessage(255, 255, 0, floatabs(xp), floatabs(yp), 0, 0.0, get_cvar_float("esp_timer"), 0.0, 0.0, 2)
				
				new name[37]=""
				new tmp[33]
				get_user_name(smallest_id,tmp,32)
				if (admin_options[i][ESP_NAME]){
					format(name,36,"[%s]^n",tmp)
				}
				
				
				new health[25]=""
				if (admin_options[i][ESP_HEALTH_ARMOR]){
					new hp=get_user_health(smallest_id)
					new armor=get_user_armor(smallest_id)
					format(health,24,"health: %d armor: %d^n",hp,armor)
				}
				
				
				new clip_ammo[22]=""
				new clip,ammo
				new weapon_id=get_user_weapon(smallest_id,clip,ammo)
				if (admin_options[i][ESP_CLIP_AMMO]){
					format(clip_ammo,21,"clip: %d ammo: %d^n",clip,ammo)
				}
				
				new weapon_name[21]=""
				if (admin_options[i][ESP_WEAPON]){
					if ((weapon_id-1)<0 || (weapon_id-1)>29) weapon_id=1
					format(weapon_name,20,"weapon: %s^n",weapons[weapon_id-1])
					//copy(weapon_name,9,weapons[weapon_id-1])
				}
				
				new str_dist[19]
				if (admin_options[i][ESP_DISTANCE]){
					format(str_dist,18,"distance: %d^n",floatround(dist))
				}
				
				show_hudmessage(i, "%s%s%s%s%s",name,health,weapon_name,clip_ammo,str_dist)
			}
		}
	}
	set_task(get_cvar_float("esp_timer"),"esp_timer") // keep it going
	return PLUGIN_CONTINUE	
}

public Float:get_screen_pos(id,Float:v_me_to_target[3],Float:Ret[2]){
	new Float:v_aim[3]
	VelocityByAim(id,1,v_aim) // get aim vector
	new Float:aim[3]
	copyVec(v_aim,aim) // make backup copy of v_aim
	v_aim[2]=0.0 // project aim vector vertically to x,y plane
	new Float:v_target[3]
	copyVec(v_me_to_target,v_target)
	v_target[2]=0.0 // project target vector vertically to x,y plane
	// both v_aim and v_target are in the x,y plane, so angle can be calculated..
	new Float:x_angle
	new Float:x_pos=get_screen_pos_x(v_target,v_aim,x_angle) // get the x coordinate of hudmessage..
	new Float:y_pos=get_screen_pos_y(v_me_to_target,aim) // get the y coordinate of hudmessage..
	Ret[0]=x_pos 
	Ret[1]=y_pos
	return x_angle
}

public Float:get_screen_pos_x(Float:target[3],Float:aim[3],&Float:xangle){
	new Float:x_angle=floatacos(vectorProduct(aim,target)/(getVecLen(aim)*getVecLen(target)),1) // get angle between vectors
	new Float:x_pos
	//this part is a bit tricky..
	//the problem is that the 'angle between vectors' formula returns always positive values
	//how can be determined if the target vector is on the left or right side of the aim vector? with only positive angles?
	//the solution:
	//the scalar triple product returns the volume of the parallelepiped that is created by three input vectors
	//
	//i used the aim and target vectors as the first two input parameters
	//and the third one is a vector pointing straight upwards [0,0,1]
	//if now the target is on the left side of spectator origin the created parallelepipeds volume is negative 
	//and on the right side positive
	//now we can turn x_angle into a signed value..
	if (scalar_triple_product(aim,target)<0.0) x_angle*=-1 // make signed
	if (x_angle>=-45.0 && x_angle<=45.0){ // if in fov of 90
		x_pos=1.0-(floattan(x_angle,degrees)+1.0)/2.0 // calulate y_pos of hudmessage
		xangle=x_angle
		return x_pos
	}
	xangle=0.0
	return -2.0
}

public Float:get_screen_pos_y(Float:v_target[3],Float:aim[3]){
	new Float:target[3]
	
	// rotate vector about z-axis directly over the direction vector (to get height angle)
	rotateVectorZ(v_target,aim,target)
	
	// get angle between aim vector and target vector
	new Float:y_angle=floatacos(vectorProduct(aim,target)/(getVecLen(aim)*getVecLen(target)),1) // get angle between vectors
	
	new Float:y_pos
	new Float:norm_target[3],Float:norm_aim[3]
	
	// get normalized target and aim vectors
	normalize(v_target,norm_target,1.0)
	normalize(aim,norm_aim,1.0)
	
	//since the 'angle between vectors' formula returns always positive values
	if (norm_target[2]<norm_aim[2]) y_angle*=-1 //make signed
	
	if (y_angle>=-45.0 && y_angle<=45.0){ // if in fov of 90
		y_pos=1.0-(floattan(y_angle,degrees)+1.0)/2.0 // calulate y_pos of hudmessage
		if (y_pos>=0.0 && y_pos<=1.0) return y_pos
	}
	return -2.0
}

public get_team(id){
	new team[2]
	get_user_team(id,team,1)
	switch(team[0]){
		case 'T':{
			return 1
		}
		case 'C':{
			return 2
		}
		case 'S':{
			return 3
		}
		default:{}
	}
	return 0
}

// Vector Operations -------------------------------------------------------------------------------

public Float:getVecLen(Float:Vec[3]){
	new Float:VecNull[3]={0.0,0.0,0.0}
	new Float:len=vector_distance(Vec,VecNull)
	return len
}

public Float:scalar_triple_product(Float:a[3],Float:b[3]){
	new Float:up[3]={0.0,0.0,1.0}
	new Float:Ret[3]
	Ret[0]=a[1]*b[2]-a[2]*b[1]
	Ret[1]=a[2]*b[0]-a[0]*b[2]
	Ret[2]=a[0]*b[1]-a[1]*b[0]
	return vectorProduct(Ret,up)
}

public normalize(Float:Vec[3],Float:Ret[3],Float:multiplier){
	new Float:len=getVecLen(Vec)
	copyVec(Vec,Ret)
	Ret[0]/=len
	Ret[1]/=len
	Ret[2]/=len
	Ret[0]*=multiplier
	Ret[1]*=multiplier
	Ret[2]*=multiplier
}

public rotateVectorZ(Float:Vec[3],Float:direction[3],Float:Ret[3]){
	// rotates vector about z-axis
	new Float:tmp[3]
	copyVec(Vec,tmp)
	tmp[2]=0.0
	new Float:dest_len=getVecLen(tmp)
	copyVec(direction,tmp)
	tmp[2]=0.0
	new Float:tmp2[3]
	normalize(tmp,tmp2,dest_len)
	tmp2[2]=Vec[2]
	copyVec(tmp2,Ret)
}

public Float:vectorProduct(Float:Vec1[3],Float:Vec2[3]){
	return Vec1[0]*Vec2[0]+Vec1[1]*Vec2[1]+Vec1[2]*Vec2[2]
}

public copyVec(Float:Vec[3],Float:Ret[3]){
	Ret[0]=Vec[0]
	Ret[1]=Vec[1]
	Ret[2]=Vec[2]
}

public subVec(Float:Vec1[3],Float:Vec2[3],Float:Ret[3]){
	Ret[0]=Vec1[0]-Vec2[0]
	Ret[1]=Vec1[1]-Vec2[1]
	Ret[2]=Vec1[2]-Vec2[2]
}

public addVec(Float:Vec1[3],Float:Vec2[3]){
	Vec1[0]+=Vec2[0]
	Vec1[1]+=Vec2[1]
	Vec1[2]+=Vec2[2]
}

// Temporary Entities ------------------------------------------------------------------------------
// there is a list of much more temp entities at: http://djeyl.net/forum/index.php?s=80ec5b9163006b5cbd0a51dd198e563a&act=Attach&type=post&id=290870
// all messages are sent with MSG_ONE_UNRELIABLE flag to avoid overflow in case of very low esp_timer setting and much targets

public make_TE_BEAMPOINTS(id,color,Float:Vec1[3],Float:Vec2[3],width,target_team,brightness){
	message_begin(MSG_ONE_UNRELIABLE ,SVC_TEMPENTITY,{0,0,0},id) //message begin
	write_byte(0)
	write_coord(floatround(Vec1[0])) // start position
	write_coord(floatround(Vec1[1]))
	write_coord(floatround(Vec1[2]))
	write_coord(floatround(Vec2[0])) // end position
	write_coord(floatround(Vec2[1]))
	write_coord(floatround(Vec2[2]))
	write_short(laser) // sprite index
	write_byte(3) // starting frame
	write_byte(0) // frame rate in 0.1's
	write_byte(floatround(get_cvar_float("esp_timer")*10)) // life in 0.1's
	write_byte(width) // line width in 0.1's
	write_byte(0) // noise amplitude in 0.01's
	write_byte(esp_colors[color][0])
	write_byte(esp_colors[color][1])
	write_byte(esp_colors[color][2])
	write_byte(brightness) // brightness)
	write_byte(0) // scroll speed in 0.1's
	message_end()
}

public make_TE_BEAMENTPOINT(id,Float:target_origin[3],width,target_team){
	message_begin(MSG_ONE_UNRELIABLE,SVC_TEMPENTITY,{0,0,0},id)
	write_byte(1)
	write_short(id)
	write_coord(floatround(target_origin[0]))
	write_coord(floatround(target_origin[1]))
	write_coord(floatround(target_origin[2]))
	write_short(laser)
	write_byte(1)		
	write_byte(1)
	write_byte(floatround(get_cvar_float("esp_timer")*10))
	write_byte(width)
	write_byte(0)
	write_byte(team_colors[target_team][0])
	write_byte(team_colors[target_team][1])
	write_byte(team_colors[target_team][2])
	write_byte(255)
	write_byte(0)
	message_end()
}
Pentru ajutor, faceți cerere bine detaliată, completând și respectând modelul corespunzător.
Nu-mi mai dați cereri doar pentru a mă avea în lista de prieteni.
Dacă te ajut, și mă ignori/etc > te adaug în „foe”.
Aveți grijă la cei ce încearcă să mă copieze sau să dea drept mine..Puteți lua legătura cu mine prin STEAM dacă aveți o problemă/nelămurire în acest caz! Cont de forum am doar aici.
În cazul în care utilizați ceva din ce am postat(ex: aici), e bine să fiți la curent cu modificările aduse și de aici, iar dacă sunt ceva probleme nu ezitați să luați legătura cu mine. Actualizarea unor coduri nu se vor afișa public, doar dacă se găsește ceva critic/urgent de remediat, unele fiind coduri vechi iar unele refăcute chiar recent dar private.
* Nume pe cs1.6: eVoLuTiOn \ Nume vechi: eVo
* Atelierul meu - post2819572.html#p2819572 (închis, click link ca să vedeți de ce)
Goad
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12 Apr 2019, 03:28

L E V I N wrote:
11 Apr 2019, 19:16
nu mai pune cu [sursa]

Code: Select all

/* AMX Mod X - Script
*
*	Admin Spectator ESP v1.3
*	Copyright (C) 2006 by KoST
*
*	this plugin along with its compiled version can de downloaded here:
*	http://www.amxmodx.org/forums/viewtopic.php?t=24787	
*	
*
*  This program is free software; you can redistribute it and/or
*  modify it under the terms of the GNU General Public License
*  as published by the Free Software Foundation; either version 2
*  of the License, or (at your option) any later version.
*
*  This program is distributed in the hope that it will be useful,
*  but WITHOUT ANY WARRANTY; without even the implied warranty of
*  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
*  GNU General Public License for more details.
*
*  You should have received a copy of the GNU General Public License
*  along with this program; if not, write to the Free Software
*  Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
*  or download here: http://www.gnu.org/licenses/gpl.txt
*
*  In addition, as a special exception, the author gives permission to
*  link the code of this program with the Half-Life Game Engine ("HL
*  Engine") and Modified Game Libraries ("MODs") developed by Valve,
*  L.L.C ("Valve"). You must obey the GNU General Public License in all
*  respects for all of the code used other than the HL Engine and MODs
*  from Valve. If you modify this file, you may extend this exception
*  to your version of the file, but you are not obligated to do so. If
*  you do not wish to do so, delete this exception statement from your
*  version.
*/
//--------------------------------------------------------------------------------------------------

#include <amxmodx>
#include <engine>

// Here you can adjust the required admin level if needed
// there is a list of all levels http://www.amxmodx.org/funcwiki.php?go=module&id=1#const_admin

#define REQUIRED_ADMIN_LEVEL ADMIN_KICK

//--------------------------------------------------------------------------------------------------

#define PLUGIN "Admin Spectator ESP"
#define VERSION "1.3"
#define AUTHOR "KoST"

enum {
	ESP_ON=0,
	ESP_LINE,
	ESP_BOX,
	ESP_NAME,
	ESP_HEALTH_ARMOR,
	ESP_WEAPON,
	ESP_CLIP_AMMO,
	ESP_DISTANCE,
	ESP_TEAM_MATES,
	ESP_AIM_VEC,
}

new bool:admin[33] // is/is not admin
new bool:first_person[33] //is/is not in first person view
new spec[33] // spec[player_id]=the players id if
new laser // precached model
new max_players // if you start hlds with +maxplayers 20 for example this would be 20
new team_colors[4][3]={{0,0,0},{150,0,0},{0,0,150},{0,150,0}} 
new esp_colors[5][3]={{0,255,0},{100,60,60},{60,60,100},{255,0,255},{128,128,128}}
new bool:ducking[33] //is/is not player ducked
new damage_done_to[33] //damage_done_to[p1]=p2 // p1 has hit p2
new view_target[33] // attackers victim
new bool:admin_options[33][10] // individual esp options
new bool:is_in_menu[33] // has esp menu open

// weapon strings
new weapons[30][10]={"None","P228","Scout","HE","XM1014","C4",
	"MAC-10","AUG","Smoke","Elite","Fiveseven",
	"UMP45","SIG550","Galil","Famas","USP",
	"Glock","AWP","MP5","M249","M3","M4A1",
	"TMP","G3SG1","Flash","Deagle","SG552",
	"AK47","Knife","P90"}

public plugin_precache(){
	laser=precache_model("sprites/laserbeam.spr") 
}

public plugin_init(){
	register_plugin(PLUGIN,VERSION,AUTHOR)
	server_print("^n^t%s v%s, Copyright (C) 2006 by %s^n",PLUGIN,VERSION,AUTHOR)
	
	// cvars
	register_cvar("esp","1")
	register_cvar("esp_timer","0.3")
	register_cvar("esp_allow_all","0")
	register_cvar("esp_disable_default_keys","0")
	register_cvar("aesp_version",VERSION,FCVAR_SERVER|FCVAR_UNLOGGED|FCVAR_SPONLY)
	
	// client commands
	register_clcmd("esp_menu","cmd_esp_menu",REQUIRED_ADMIN_LEVEL,"Shows ESP Menu")
	register_clcmd("esp_toggle","cmd_esp_toggle",REQUIRED_ADMIN_LEVEL,"Toggle ESP on/off")
	register_clcmd("say /esp_menu","cmd_esp_menu",REQUIRED_ADMIN_LEVEL,"Shows ESP Menu")
	register_clcmd("say /esp_toggle","cmd_esp_toggle",REQUIRED_ADMIN_LEVEL,"Toggle ESP on/off")
	register_clcmd("esp_settings","cmd_esp_settings",REQUIRED_ADMIN_LEVEL," ESP adasdsassdasd")
	
	
	// events
	register_event("StatusValue","spec_target","bd","1=2")
	register_event("SpecHealth2","spec_target","bd")
	register_event("TextMsg","spec_mode","b","2&#Spec_Mode")
	register_event("Damage", "event_Damage", "b", "2!0", "3=0", "4!0")
	register_event("ResetHUD", "reset_hud_alive", "be")
	
	
	// menu
	new keys=MENU_KEY_0|MENU_KEY_1|MENU_KEY_2|MENU_KEY_3|MENU_KEY_4|MENU_KEY_5|MENU_KEY_6|MENU_KEY_7|MENU_KEY_8|MENU_KEY_9
	register_menucmd(register_menuid("Admin Specator ESP"),keys,"menu_esp")
	
	max_players=get_maxplayers()
	
	// start esp_timer for the first time
	set_task(1.0,"esp_timer")
} 

public reset_hud_alive(id){
	spec[id]=0
	return PLUGIN_CONTINUE
}

public cmd_esp_settings(id){
	if (admin[id]){
		new out[11]
		read_argv(1,out,10)
		new len=strlen(out) 	
		for (new i=0;i<len;i++){
			if (out[i]=='1'){
				admin_options[id][i]=true
			}else{
				admin_options[id][i]=false
			}
		}
	}
}

public cmd_esp_menu(id){
	if (admin[id] && get_cvar_num("esp")==1){
		show_esp_menu(id)
	}
}

public cmd_esp_toggle(id){
	if (admin[id] && get_cvar_num("esp")==1){
		change_esp_status(id,!admin_options[id][0])
	}
}

public show_esp_menu(id){
	is_in_menu[id]=true
	new menu[301]
	new keys=MENU_KEY_0|MENU_KEY_1|MENU_KEY_2|MENU_KEY_3|MENU_KEY_4|MENU_KEY_5|MENU_KEY_6|MENU_KEY_7|MENU_KEY_8|MENU_KEY_9
	new onoff[2][]={{"\roff\w"},{"\yon\w"}} // \r=red \y=yellow \w white
	new text[2][]={{"(use move forward/backward to switch on/off)"},{"(use esp_toggle command to toggle)"}} // \r=red \y=yellow \w white
	new text_index=get_cvar_num("esp_disable_default_keys")
	if (text_index!=1) text_index=0
	format(menu, 300, "Admin Specator ESP^nis %s %s^n^n1. Line is %s^n2. Box is %s^n3. Name is %s^n4. Health/Armor is %s^n5. Weapon is %s^n6. Clip/Ammo is %s^n7. Distance is %s^n8. Show TeamMates is %s^n9. Show AimVector is %s^n^n0. Exit",
	onoff[admin_options[id][ESP_ON]],
	text[text_index],
	onoff[admin_options[id][ESP_LINE]],
	onoff[admin_options[id][ESP_BOX]],
	onoff[admin_options[id][ESP_NAME]],
	onoff[admin_options[id][ESP_HEALTH_ARMOR]],
	onoff[admin_options[id][ESP_WEAPON]],
	onoff[admin_options[id][ESP_CLIP_AMMO]],
	onoff[admin_options[id][ESP_DISTANCE]],
	onoff[admin_options[id][ESP_TEAM_MATES]],
	onoff[admin_options[id][ESP_AIM_VEC]])
	show_menu(id,keys,menu)
	
	return PLUGIN_HANDLED
}

public menu_esp(id,key){
	if (key==9){ // exit
		is_in_menu[id]=false
		return PLUGIN_HANDLED
	}
	// toggle esp options
	if (admin_options[id][key+1]){
		admin_options[id][key+1]=false
		}else{
		admin_options[id][key+1]=true
	}
	show_esp_menu(id)
	return PLUGIN_HANDLED
}

public event_Damage(id){
	if (id>0) {
		new attacker=get_user_attacker(id)
		if (attacker>0 && attacker<=max_players){ 
			if (view_target[attacker]==id){
				damage_done_to[attacker]=id
			}
		}
	}
	return PLUGIN_CONTINUE
}

public spec_mode(id){
	// discover if in first_person_view
	new specMode[12]
	read_data(2,specMode,11)
	
	if(equal(specMode,"#Spec_Mode4")){
		first_person[id]=true
		}else{
		first_person[id]=false
	}
	return PLUGIN_CONTINUE
}

public spec_target(id){
	if (id>0){
		new target=read_data(2)
		if (target!=0){
			spec[id]=target
		}
	}
	return PLUGIN_CONTINUE
}

public client_putinserver(id){
	first_person[id]=false
	if ((get_user_flags(id) & REQUIRED_ADMIN_LEVEL) || get_cvar_num("esp_allow_all")==1){
		admin[id]=true
		init_admin_options(id)
		
		}else{
		admin[id]=false
	}
}

public init_admin_options(id){
	
	for (new i=0;i<10;i++){
		admin_options[id][i]=true
	}
	admin_options[id][ESP_TEAM_MATES]=false
	load_vault_data(id)
}

public save2vault(id){
	if (admin[id]){
		new authid[35]
		get_user_authid (id,authid,34) 
		new tmp[11]
	
		for (new s=0;s<10;s++){
		
			if (admin_options[id][s]){
				tmp[s]='1';
			}else{
				tmp[s]='0';
			}
		}
		tmp[10]=0

		//server_print("STEAMID: %s OPTIONS: %s",authid,tmp);
		new key[41]
		format(key,40,"AESP_%s",authid) 
		
		set_vaultdata(key,tmp)
	}
}

public load_vault_data(id){
	if (admin[id]){
		new data[11]
		new authid[35]
		get_user_authid (id,authid,34)
		new key[41]
		format(key,40,"AESP_%s",authid) 
		get_vaultdata(key,data,10)
		if (strlen(data)>0){
			for (new s=0;s<10;s++){
				if (data[s]=='1'){
					admin_options[id][s]=true
				}else{
					admin_options[id][s]=false
				}
			}
		}
	}	
	
}

public client_disconnect(id){
	save2vault(id)
	admin[id]=false
	spec[id]=0
}

public change_esp_status(id,bool:on){
	if (on){
		admin_options[id][0]=true
		if (!is_in_menu[id]) client_print(id,print_chat,"[%s] ON",PLUGIN)
		if (is_in_menu[id]) show_esp_menu(id)
	}else{
		admin_options[id][0]=false
		if (!is_in_menu[id]) client_print(id,print_chat,"[%s] OFF",PLUGIN)
		if (is_in_menu[id]) show_esp_menu(id)
	}
}

public client_PreThink(id){
	if (!is_user_connected(id)) return PLUGIN_CONTINUE
	
	new button=get_user_button(id)
	if (button==0) return PLUGIN_CONTINUE // saves a lot of cpu
	
	new oldbutton=get_user_oldbutton(id)
	
	if (button & IN_DUCK){
		ducking[id]=true
		}else{
		ducking[id]=false
	}
	
	if ((get_cvar_num("esp")==1) && (get_cvar_num("esp_disable_default_keys")!=1)){
		if (admin[id]){
			if (first_person[id] && !is_user_alive(id)){
				if ((button & IN_RELOAD) && !(oldbutton & IN_RELOAD)){
					show_esp_menu(id)
				}
				if ((button & IN_FORWARD)  && !(oldbutton & IN_FORWARD) && !admin_options[id][0]){
					change_esp_status(id,true)
				}
				if ((button & IN_BACK)  && !(oldbutton & IN_BACK) && admin_options[id][0]){
					change_esp_status(id,false)
				}
			}
		}
	}
	return PLUGIN_CONTINUE
}

public draw_aim_vector(i,s,len){
	new Float:endpoint[3]
	new tmp[3]
	new Float:vec1[3]
	get_user_origin(s, tmp, 1)
	IVecFVec(tmp,vec1)
	vec1[2]-=6.0
	VelocityByAim(s,len,endpoint) // get aim vector
	addVec(endpoint,vec1) // add origin to get absolute coordinates
	make_TE_BEAMPOINTS(i,4,vec1,endpoint,10,0,255)
	return PLUGIN_CONTINUE
}

public esp_timer(){
	
	if (get_cvar_num("esp")!=1) { // if esp is not 1, it is off
		set_task(1.0,"esp_timer") // check for reactivation in 1 sec intervals
		return PLUGIN_CONTINUE
	}
	
	for (new i=1;i<=max_players;i++){ // loop through players
		
		if (admin_options[i][ESP_ON] && first_person[i] && is_user_connected(i) && admin[i] && (!is_user_alive(i)) && (spec[i]>0) && is_user_alive(spec[i])&&get_user_team(i)==3){ // :)
			
			new spec_id=spec[i]
			new Float:my_origin[3] 
			entity_get_vector(i,EV_VEC_origin,my_origin) // get origin of spectating admin
			new my_team
			my_team=get_team(spec_id) // get team of spectated :)
			
			new Float:smallest_angle=180.0 
			new smallest_id=0
			new Float:xp=2.0,Float:yp=2.0 // x,y of hudmessage
			new Float:dist
			
			for (new s=1;s<=max_players;s++){ // loop through the targets
				if (is_user_alive(s)){ // target must be alive
					new target_team=get_team(s) // get team of target
					if (!(target_team==3)){ //if not spectator
						if (spec_id!=s){ // do not target myself
							// if the target is in the other team and not spectator
							
							if (((my_team!=target_team && (target_team==1 || target_team==2)) || admin_options[i][ESP_TEAM_MATES])){
								
								new Float:target_origin[3]
								// get origin of target
								entity_get_vector(s,EV_VEC_origin,target_origin)
								
								
								// get distance from me to target
								new Float:distance=vector_distance(my_origin,target_origin)
								
								if (admin_options[i][ESP_LINE]){
									
									new width
									if (distance<2040.0){
										// calculate width according to distance
										width=(255-floatround(distance/8.0))/3
										}else{
										width=1
									}	
									// create temp_ent
									make_TE_BEAMENTPOINT(i,target_origin,width,target_team)
								}
								
								
								// get vector from me to target
								new Float:v_middle[3]
								subVec(target_origin,my_origin,v_middle)
								
								// trace from me to target, getting hitpoint
								new Float:v_hitpoint[3]
								trace_line (-1,my_origin,target_origin,v_hitpoint)
								
								// get distance from me to hitpoint (nearest wall)
								new Float:distance_to_hitpoint=vector_distance(my_origin,v_hitpoint)
								
								// scale
								new Float:scaled_bone_len
								if (ducking[spec_id]){
									scaled_bone_len=distance_to_hitpoint/distance*(50.0-18.0)
									}else{
									scaled_bone_len=distance_to_hitpoint/distance*50.0
								}
								scaled_bone_len=distance_to_hitpoint/distance*50.0
								
								new Float:scaled_bone_width=distance_to_hitpoint/distance*150.0
								
								new Float:v_bone_start[3],Float:v_bone_end[3]
								new Float:offset_vector[3]
								// get the point 10.0 units away from wall
								normalize(v_middle,offset_vector,distance_to_hitpoint-10.0) // offset from wall
								
								// set to eye level
								new Float:eye_level[3]
								copyVec(my_origin,eye_level)
								
								if (ducking[spec_id]){
									eye_level[2]+=12.3
									}else{
									eye_level[2]+=17.5
								}
								
								
								addVec(offset_vector,eye_level)
								
								// start and end of green box
								copyVec(offset_vector,v_bone_start)
								copyVec(offset_vector,v_bone_end)
								v_bone_end[2]-=scaled_bone_len
								
								new Float:distance_target_hitpoint=distance-distance_to_hitpoint
								
								new actual_bright=255
								
								if (admin_options[i][ESP_BOX]){
									// this is to make green box darker if distance is larger
									if (distance_target_hitpoint<2040.0){
										actual_bright=(255-floatround(distance_target_hitpoint/12.0))
										
										}else{
										actual_bright=85
									}	
									new color
									if (distance_to_hitpoint!=distance){ // if no line of sight
										color=0
										}else{ // if line of sight
										color=target_team
									}
									
									if (damage_done_to[spec_id]==s) {
										color=3
										damage_done_to[spec_id]=0
									}
									make_TE_BEAMPOINTS(i,color,v_bone_start,v_bone_end,floatround(scaled_bone_width),target_team,actual_bright)
								}
								
								
								if (admin_options[i][ESP_AIM_VEC] || admin_options[i][ESP_NAME] || admin_options[i][ESP_HEALTH_ARMOR] || admin_options[i][ESP_WEAPON] || admin_options[i][ESP_CLIP_AMMO] || admin_options[i][ESP_DISTANCE]){
									
									
									new Float:ret[2]
									new Float:x_angle=get_screen_pos(spec_id,v_middle,ret)
									
									// find target with the smallest distance to crosshair (on x-axis)
									if (smallest_angle>floatabs(x_angle)){
										if (floatabs(x_angle)!=0.0){
											smallest_angle=floatabs(x_angle)
											view_target[spec_id]=s
											smallest_id=s // store nearest target id..
											xp=ret[0] // and x,y coordinates of hudmessage
											yp=ret[1]
											dist=distance
										}
									}
								}
							}
						}
					}
				}
			} // inner player loop end
			if (!is_user_alive(smallest_id)) {
				smallest_id=0
				xp=-1.0
			}
			if (smallest_id>0 && admin_options[i][ESP_AIM_VEC]){
				draw_aim_vector(i,smallest_id,2000)
			}
			if (xp>0.0 && xp<=1.0 && yp>0.0 && yp<=1.0){ // if in visible range
				// show the player info
				set_hudmessage(255, 255, 0, floatabs(xp), floatabs(yp), 0, 0.0, get_cvar_float("esp_timer"), 0.0, 0.0, 2)
				
				new name[37]=""
				new tmp[33]
				get_user_name(smallest_id,tmp,32)
				if (admin_options[i][ESP_NAME]){
					format(name,36,"[%s]^n",tmp)
				}
				
				
				new health[25]=""
				if (admin_options[i][ESP_HEALTH_ARMOR]){
					new hp=get_user_health(smallest_id)
					new armor=get_user_armor(smallest_id)
					format(health,24,"health: %d armor: %d^n",hp,armor)
				}
				
				
				new clip_ammo[22]=""
				new clip,ammo
				new weapon_id=get_user_weapon(smallest_id,clip,ammo)
				if (admin_options[i][ESP_CLIP_AMMO]){
					format(clip_ammo,21,"clip: %d ammo: %d^n",clip,ammo)
				}
				
				new weapon_name[21]=""
				if (admin_options[i][ESP_WEAPON]){
					if ((weapon_id-1)<0 || (weapon_id-1)>29) weapon_id=1
					format(weapon_name,20,"weapon: %s^n",weapons[weapon_id-1])
					//copy(weapon_name,9,weapons[weapon_id-1])
				}
				
				new str_dist[19]
				if (admin_options[i][ESP_DISTANCE]){
					format(str_dist,18,"distance: %d^n",floatround(dist))
				}
				
				show_hudmessage(i, "%s%s%s%s%s",name,health,weapon_name,clip_ammo,str_dist)
			}
		}
	}
	set_task(get_cvar_float("esp_timer"),"esp_timer") // keep it going
	return PLUGIN_CONTINUE	
}

public Float:get_screen_pos(id,Float:v_me_to_target[3],Float:Ret[2]){
	new Float:v_aim[3]
	VelocityByAim(id,1,v_aim) // get aim vector
	new Float:aim[3]
	copyVec(v_aim,aim) // make backup copy of v_aim
	v_aim[2]=0.0 // project aim vector vertically to x,y plane
	new Float:v_target[3]
	copyVec(v_me_to_target,v_target)
	v_target[2]=0.0 // project target vector vertically to x,y plane
	// both v_aim and v_target are in the x,y plane, so angle can be calculated..
	new Float:x_angle
	new Float:x_pos=get_screen_pos_x(v_target,v_aim,x_angle) // get the x coordinate of hudmessage..
	new Float:y_pos=get_screen_pos_y(v_me_to_target,aim) // get the y coordinate of hudmessage..
	Ret[0]=x_pos 
	Ret[1]=y_pos
	return x_angle
}

public Float:get_screen_pos_x(Float:target[3],Float:aim[3],&Float:xangle){
	new Float:x_angle=floatacos(vectorProduct(aim,target)/(getVecLen(aim)*getVecLen(target)),1) // get angle between vectors
	new Float:x_pos
	//this part is a bit tricky..
	//the problem is that the 'angle between vectors' formula returns always positive values
	//how can be determined if the target vector is on the left or right side of the aim vector? with only positive angles?
	//the solution:
	//the scalar triple product returns the volume of the parallelepiped that is created by three input vectors
	//
	//i used the aim and target vectors as the first two input parameters
	//and the third one is a vector pointing straight upwards [0,0,1]
	//if now the target is on the left side of spectator origin the created parallelepipeds volume is negative 
	//and on the right side positive
	//now we can turn x_angle into a signed value..
	if (scalar_triple_product(aim,target)<0.0) x_angle*=-1 // make signed
	if (x_angle>=-45.0 && x_angle<=45.0){ // if in fov of 90
		x_pos=1.0-(floattan(x_angle,degrees)+1.0)/2.0 // calulate y_pos of hudmessage
		xangle=x_angle
		return x_pos
	}
	xangle=0.0
	return -2.0
}

public Float:get_screen_pos_y(Float:v_target[3],Float:aim[3]){
	new Float:target[3]
	
	// rotate vector about z-axis directly over the direction vector (to get height angle)
	rotateVectorZ(v_target,aim,target)
	
	// get angle between aim vector and target vector
	new Float:y_angle=floatacos(vectorProduct(aim,target)/(getVecLen(aim)*getVecLen(target)),1) // get angle between vectors
	
	new Float:y_pos
	new Float:norm_target[3],Float:norm_aim[3]
	
	// get normalized target and aim vectors
	normalize(v_target,norm_target,1.0)
	normalize(aim,norm_aim,1.0)
	
	//since the 'angle between vectors' formula returns always positive values
	if (norm_target[2]<norm_aim[2]) y_angle*=-1 //make signed
	
	if (y_angle>=-45.0 && y_angle<=45.0){ // if in fov of 90
		y_pos=1.0-(floattan(y_angle,degrees)+1.0)/2.0 // calulate y_pos of hudmessage
		if (y_pos>=0.0 && y_pos<=1.0) return y_pos
	}
	return -2.0
}

public get_team(id){
	new team[2]
	get_user_team(id,team,1)
	switch(team[0]){
		case 'T':{
			return 1
		}
		case 'C':{
			return 2
		}
		case 'S':{
			return 3
		}
		default:{}
	}
	return 0
}

// Vector Operations -------------------------------------------------------------------------------

public Float:getVecLen(Float:Vec[3]){
	new Float:VecNull[3]={0.0,0.0,0.0}
	new Float:len=vector_distance(Vec,VecNull)
	return len
}

public Float:scalar_triple_product(Float:a[3],Float:b[3]){
	new Float:up[3]={0.0,0.0,1.0}
	new Float:Ret[3]
	Ret[0]=a[1]*b[2]-a[2]*b[1]
	Ret[1]=a[2]*b[0]-a[0]*b[2]
	Ret[2]=a[0]*b[1]-a[1]*b[0]
	return vectorProduct(Ret,up)
}

public normalize(Float:Vec[3],Float:Ret[3],Float:multiplier){
	new Float:len=getVecLen(Vec)
	copyVec(Vec,Ret)
	Ret[0]/=len
	Ret[1]/=len
	Ret[2]/=len
	Ret[0]*=multiplier
	Ret[1]*=multiplier
	Ret[2]*=multiplier
}

public rotateVectorZ(Float:Vec[3],Float:direction[3],Float:Ret[3]){
	// rotates vector about z-axis
	new Float:tmp[3]
	copyVec(Vec,tmp)
	tmp[2]=0.0
	new Float:dest_len=getVecLen(tmp)
	copyVec(direction,tmp)
	tmp[2]=0.0
	new Float:tmp2[3]
	normalize(tmp,tmp2,dest_len)
	tmp2[2]=Vec[2]
	copyVec(tmp2,Ret)
}

public Float:vectorProduct(Float:Vec1[3],Float:Vec2[3]){
	return Vec1[0]*Vec2[0]+Vec1[1]*Vec2[1]+Vec1[2]*Vec2[2]
}

public copyVec(Float:Vec[3],Float:Ret[3]){
	Ret[0]=Vec[0]
	Ret[1]=Vec[1]
	Ret[2]=Vec[2]
}

public subVec(Float:Vec1[3],Float:Vec2[3],Float:Ret[3]){
	Ret[0]=Vec1[0]-Vec2[0]
	Ret[1]=Vec1[1]-Vec2[1]
	Ret[2]=Vec1[2]-Vec2[2]
}

public addVec(Float:Vec1[3],Float:Vec2[3]){
	Vec1[0]+=Vec2[0]
	Vec1[1]+=Vec2[1]
	Vec1[2]+=Vec2[2]
}

// Temporary Entities ------------------------------------------------------------------------------
// there is a list of much more temp entities at: http://djeyl.net/forum/index.php?s=80ec5b9163006b5cbd0a51dd198e563a&act=Attach&type=post&id=290870
// all messages are sent with MSG_ONE_UNRELIABLE flag to avoid overflow in case of very low esp_timer setting and much targets

public make_TE_BEAMPOINTS(id,color,Float:Vec1[3],Float:Vec2[3],width,target_team,brightness){
	message_begin(MSG_ONE_UNRELIABLE ,SVC_TEMPENTITY,{0,0,0},id) //message begin
	write_byte(0)
	write_coord(floatround(Vec1[0])) // start position
	write_coord(floatround(Vec1[1]))
	write_coord(floatround(Vec1[2]))
	write_coord(floatround(Vec2[0])) // end position
	write_coord(floatround(Vec2[1]))
	write_coord(floatround(Vec2[2]))
	write_short(laser) // sprite index
	write_byte(3) // starting frame
	write_byte(0) // frame rate in 0.1's
	write_byte(floatround(get_cvar_float("esp_timer")*10)) // life in 0.1's
	write_byte(width) // line width in 0.1's
	write_byte(0) // noise amplitude in 0.01's
	write_byte(esp_colors[color][0])
	write_byte(esp_colors[color][1])
	write_byte(esp_colors[color][2])
	write_byte(brightness) // brightness)
	write_byte(0) // scroll speed in 0.1's
	message_end()
}

public make_TE_BEAMENTPOINT(id,Float:target_origin[3],width,target_team){
	message_begin(MSG_ONE_UNRELIABLE,SVC_TEMPENTITY,{0,0,0},id)
	write_byte(1)
	write_short(id)
	write_coord(floatround(target_origin[0]))
	write_coord(floatround(target_origin[1]))
	write_coord(floatround(target_origin[2]))
	write_short(laser)
	write_byte(1)		
	write_byte(1)
	write_byte(floatround(get_cvar_float("esp_timer")*10))
	write_byte(width)
	write_byte(0)
	write_byte(team_colors[target_team][0])
	write_byte(team_colors[target_team][1])
	write_byte(team_colors[target_team][2])
	write_byte(255)
	write_byte(0)
	message_end()
}
Incerc acum :D
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