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Cerere

Posted: 14 Jul 2014, 12:12
by ionutalexandru
Salut Am un plugin pentru parasuta bun da insa as vrea sa nu mai imi arate aceste mesaje.
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Si daca ma mai puteti iar ajuta la fel sa nu imi mai apara aceste erori in consola de la sunete, ma uitat in plugins si nu este niciun plugin pentru acceste sunete
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Am facut cerere aici deoarce nu stiu unde sa fac pentru ajutor.
Multumesc :D

Re: Cerere

Posted: 14 Jul 2014, 23:11
by YONTU
| Afiseaza codul
#include <amxmodx>
#include <fakemeta>
#include <hamsandwich>

#define _PLUGIN         "AMXX Parachute"
#define _VERSION             "1.0"
#define _AUTHOR           "H.RED.ZONE"

#define PARACHUTE_MODEL "models/parachute.mdl"

#define MAX_PLAYERS    32

#define MarkUserHasParachute(%0)	g_bitHasParachute |= (1<<(%0&31))
#define ClearUserHasParachute(%0)	g_bitHasParachute &= ~(1<<(%0&31))
#define HasUserParachute(%0)		g_bitHasParachute & (1<<(%0&31))

new g_bitHasParachute 

new g_iUserParachute[MAX_PLAYERS+1]

new Float:g_flEntityFrame[MAX_PLAYERS+1]

new g_iModelIndex
new g_pCvarFallSpeed

new const PARACHUTE_CLASS[] = "parachute"

enum {
	deploy,
	idle,
	detach
}

public plugin_init() {
	register_plugin(_PLUGIN, _VERSION, _AUTHOR)

	g_pCvarFallSpeed = register_cvar("parachute_fallspeed", "100")

	register_forward( FM_CmdStart, "fw_Start" )
	
	RegisterHam(Ham_Spawn, "player", "Ham_CBasePlayer_Spawn_Post", 1)
	RegisterHam(Ham_Killed, "player", "Ham_CBasePlayer_Killed_Post", 1)
}

public plugin_precache() {
	g_iModelIndex = precache_model(PARACHUTE_MODEL)
}

public client_putinserver(id) {
	if( HasUserParachute(id) ) {
		new iEnt = g_iUserParachute[id]
		if( iEnt ) {
			RemoveUserParachute(id, iEnt)
		}
		ClearUserHasParachute(id)
	}
}

public client_disconnect(id) {
	if( HasUserParachute(id) ) {
		new iEnt = g_iUserParachute[id]
		if( iEnt ) {
			RemoveUserParachute(id, iEnt)
		}
		ClearUserHasParachute(id)
	}
}

public Ham_CBasePlayer_Killed_Post( id ) {
	if( HasUserParachute(id) ) {
		new iEnt = g_iUserParachute[id]
		if( iEnt ) {
			RemoveUserParachute(id, iEnt)
		}
		ClearUserHasParachute(id)
	}
}

public Ham_CBasePlayer_Spawn_Post(id) {
	if( is_user_alive(id) ) {
		if( HasUserParachute(id) ) {
			new iEnt = g_iUserParachute[id]
			if( iEnt ) {
				RemoveUserParachute(id, iEnt)
			}
		}
		MarkUserHasParachute(id)
	}
}

RemoveUserParachute(id, iEnt) {
	engfunc(EngFunc_RemoveEntity, iEnt)
	g_iUserParachute[id] = 0
}

CreateParachute(id) {
	static iszInfoTarget
	if( !iszInfoTarget ) {
		iszInfoTarget = engfunc(EngFunc_AllocString, "info_target")
	}

	new iEnt = engfunc(EngFunc_CreateNamedEntity, iszInfoTarget)
	if( iEnt > 0) {
		static iszClass = 0
		if( !iszClass ) {
			iszClass = engfunc(EngFunc_AllocString, PARACHUTE_CLASS)
		}
		set_pev_string(iEnt, pev_classname, iszClass)
		set_pev(iEnt, pev_aiment, id)
		set_pev(iEnt, pev_owner, id)
		set_pev(iEnt, pev_movetype, MOVETYPE_FOLLOW)

		static iszModel = 0
		if( !iszModel ) {
			iszModel = engfunc(EngFunc_AllocString, PARACHUTE_MODEL)
		}
		set_pev_string(iEnt, pev_model, iszModel)
		set_pev(iEnt, pev_modelindex, g_iModelIndex)

		set_pev(iEnt, pev_sequence, deploy)
		set_pev(iEnt, pev_gaitsequence, 1)
		set_pev(iEnt, pev_frame, 0.0)
		g_flEntityFrame[id] = 0.0
		g_iUserParachute[id] = iEnt
		MarkUserHasParachute(id)
		new Float:fVecOrigin[3]
		pev(id, pev_origin, fVecOrigin)
		
		return iEnt
	}
	return 0
}

public fw_Start(id) {
	if( ~HasUserParachute(id) || !is_user_alive(id) ) {
		return
	}

	new Float:flFrame
	new iEnt = g_iUserParachute[id]

	if(iEnt > 0 && pev(id, pev_flags) & FL_ONGROUND) {

		if( pev(iEnt, pev_sequence) != detach ) {
			set_pev(iEnt, pev_sequence, detach)
			set_pev(iEnt, pev_gaitsequence, 1)
			set_pev(iEnt, pev_frame, 0.0)
			g_flEntityFrame[id] = 0.0
			set_pev(iEnt, pev_animtime, 0.0)
			set_pev(iEnt, pev_framerate, 0.0)
			return
		}

		pev(iEnt, pev_frame, flFrame)
		if( flFrame > 252.0 ) {
			RemoveUserParachute(id, iEnt)
			return
		}

		flFrame += 2.0

		g_flEntityFrame[id] = flFrame
		set_pev(iEnt, pev_frame, flFrame)

		return
	}

	if( pev(id, pev_button) & IN_USE ) {
		new Float:fVecVelocity[3], Float:fVelocity_z
		pev(id, pev_velocity, fVecVelocity)
		fVelocity_z = fVecVelocity[2]

		if( fVelocity_z < 0.0 ) {
			if(iEnt <= 0) {
				iEnt = CreateParachute(id)
			}

			fVelocity_z = floatmin(fVelocity_z + 15.0, -get_pcvar_float(g_pCvarFallSpeed))
			fVecVelocity[2] = fVelocity_z
			set_pev(id, pev_velocity, fVecVelocity)

			if( pev(iEnt, pev_sequence) == deploy ) {
				flFrame = g_flEntityFrame[id]++

				if( flFrame > 100.0 ) {
					set_pev(iEnt, pev_animtime, 0.0)
					set_pev(iEnt, pev_framerate, 0.4)
					set_pev(iEnt, pev_sequence, idle)
					set_pev(iEnt, pev_gaitsequence, 1)
					set_pev(iEnt, pev_frame, 0.0)
					g_flEntityFrame[id] = 0.0
				}
				else {
					set_pev(iEnt, pev_frame, flFrame)
				}
			}
		}
		else if(iEnt > 0) {
			RemoveUserParachute(id, iEnt)
		}
	}
	else if( iEnt > 0 && pev(id, pev_oldbuttons) & IN_USE ) {
		RemoveUserParachute(id, iEnt)
	}
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang10266\\ f0\\ fs16 \n\\ par }
*/
Foloeste acest plugin pentru parasuta (fara mesaje, fara erori, si e testat) !

Faza cu sunetele: nu ai acele suntete in folderul sound/wide_addons si sound/misc. Fa rost de ele si baga-le acolo si nu vei mai avea atentionarea aceea :D !

Re: Cerere

Posted: 14 Jul 2014, 23:57
by ionutalexandru
mi-a fost de mare ajutor Multumesc Anticipat
Cer T/C.