[Zombie Class] Revenant ICE

В този раздел се качват всякакви съб-плъгини, тоест добавки за такива плъгини, които имат собствено API и позволяват изработката на съб-плъгини работещи с тях.
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LAWLIET
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[Zombie Class] Revenant ICE

Мнение от LAWLIET » 12 Окт 2016, 00:25

Revenant ICEКатегория: Zombie Classes
За модификация: 4.3/1.6.1
Автор: LARS-BLOODLIKER

Снимки:
Изображение

Кварове:
Няма.

Информация:
Няма.


В архива има:
sounds
sprites
models
.sma
Прикачени файлове
amxxbg_revenantice_lwl.zip
(794.86 KiB) Свалено 271 пъти
amxxbg_revenantice_lwl.zip
(794.86 KiB) Свалено 271 пъти
Изображение
Изображение ИзображениеИзображение ИзображениеИзображение

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The Pain
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[Zombie Class] Revenant ICE

Мнение от The Pain » 01 Мар 2022, 10:11

Опитах се да го компилирам обаче не ми дава показва много грешки , инак по описането би трябвало да е добър клас ....

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stambeto2006
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[Zombie Class] Revenant ICE

Мнение от stambeto2006 » 01 Мар 2022, 10:19

The Pain написа: 01 Мар 2022, 10:11 Опитах се да го компилирам обаче не ми дава показва много грешки , инак по описането би трябвало да е добър клас ....
Плъгина се компилира без проблем, проблема ще е при теб ако си човъркал нещо, което не знаеш какво прави нормално е да ти дава грешки.
Поне показвай грешките, няма как да гадаем на твоя сървър, каквото ти липсва.
Ако ползваш някой готов изтеглен мод от цс-хлапе.инфо, нормално е да имаш проблеми с плъгините.

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[Zombie Class] Revenant ICE

Мнение от The Pain » 01 Мар 2022, 10:28

edit : оправих се , плъгина работи за сега, освен това, че като забавиш някой ефекта не спира до края на рунда .... (получава се когато човек е замразен и го инфектира зомбито, след което той си купи антидот , ефекта остава до края на рунда)

Код за потвърждение: Избери целия код

/*================================================================================
    
    ---------------------------------------
    -*- [ZP] Class Zombie: Revenant Ice -*-
    ---------------------------------------
    
    This plugin is part of Zombie Plague Mod and is distributed under the
    terms of the GNU General Public License. Check ZP_ReadMe.txt for details.
    
================================================================================*/

#include <amxmodx>
#include <engine>
#include <fakemeta>
#include <hamsandwich>
#include <zombieplague>
#include <cstrike>
#include <xs>
#include <cromchat>

new const ball_name[] = "paralize_ball"
new const ball_model[] = "models/w_hiddentail2.mdl"
new const ball_soundtouch[] = { "warcraft3/frostnova.wav" }

new const zclass_name[] = { "Revenant Ice Zombie" } // name
new const zclass_info[] = { "\w[\rV.I.P\w] Press \w[\rG\w]" } // description
new const zclass_model[] = { "revenant_ice" } // model
new const zclass_clawmodel[] = { "v_revenant_ice.mdl" } // claw model
const zclass_health = 5700 // health
const zclass_speed = 265 // speed
const Float:zclass_gravity = 0.7 // gravity
const Float:zclass_knockback = 1.0 // knockback
new const v_zombie_bomb_model[64] = "revenant_ice"

new g_CurWeapon[33], g_bombmodelwpn[64]

#define OFFSET_MODELINDEX 491
#define OFFSET_LINUX 5 

new index, defaultindex

new g_zclassparalize
new cvar_paralizedelay , cvar_paralizevelocity  , cvar_paralizeballhealth , cvar_paralizeballparalizetime
new sTrail , g_touchs[512] , g_can[33] , g_paralizen[33]

new const WeaponNames[][] =
{
        "", "weapon_p228", "", "weapon_scout", "weapon_hegrenade", "weapon_xm1014", "weapon_c4", "weapon_mac10",
        "weapon_aug", "weapon_smokegrenade", "weapon_elite", "weapon_fiveseven", "weapon_ump45", "weapon_sg550",
        "weapon_galil", "weapon_famas", "weapon_usp", "weapon_glock18", "weapon_awp", "weapon_mp5navy", "weapon_m249",
        "weapon_m3", "weapon_m4a1", "weapon_tmp", "weapon_g3sg1", "weapon_flashbang", "weapon_deagle", "weapon_sg552",
        "weapon_ak47", "weapon_knife", "weapon_p90"
}

public plugin_init()
{
    register_plugin("[ZP] Zombie Class: Revenant Ice", "1.0", "=), LARS-BLOODLIKER")

    cvar_paralizedelay = register_cvar("zp_classparalize_delay","15")
    cvar_paralizevelocity = register_cvar("zp_classparalizeball_velocity","1200")
    cvar_paralizeballhealth = register_cvar("zp_classparalizeball_health","5")
    cvar_paralizeballparalizetime = register_cvar ( "zp_classparalizeball_paralizetime", "7.0" )

    register_touch(ball_name, "worldspawn",        "touchWorld")
    register_touch(ball_name, "func_wall",            "touchWorld")
    register_touch(ball_name, "func_door",            "touchWorld")
    register_touch(ball_name, "func_door_rotating", "touchWorld")
    register_touch(ball_name, "func_wall_toggle",    "touchWorld")
    register_touch(ball_name, "func_breakable",    "touchWorld")
    register_touch(ball_name, "player",            "touchPlayer")
    register_think(ball_name,"ball_think")

    register_clcmd("drop","paralize_cmd")
    register_event("HLTV", "event_round_start", "a", "1=0", "2=0")
    register_forward(FM_PlayerPreThink, "fw_PreThink")

    RegisterHam(Ham_Killed, "player", "fw_PlayerKilled")

    register_event("CurWeapon", "Event_CurrentWeapon", "be", "1=1")
    
    for(new i = 1; i < sizeof WeaponNames; i++)
    if(WeaponNames[i][0]) RegisterHam(Ham_Item_Deploy, WeaponNames[i], "fw_Weapon_Deploy_Post", 1)

    RegisterHam(Ham_Player_Duck, "player", "Player_Duck", 1)
}

public plugin_precache()
{
    precache_model(ball_model)
    sTrail = precache_model("sprites/laserbeam.spr")

    g_zclassparalize = zp_register_zombie_class(zclass_name, zclass_info, zclass_model, zclass_clawmodel, zclass_health, zclass_speed, zclass_gravity, zclass_knockback)    

    formatex(g_bombmodelwpn, charsmax(g_bombmodelwpn), "models/zombie_plague/v_bomb_%s.mdl", v_zombie_bomb_model)
    engfunc(EngFunc_PrecacheModel, g_bombmodelwpn)

    index = precache_model("models/player/revenant_ice/revenant_ice.mdl")
        defaultindex = precache_model("models/player.mdl")
}

public paralize_cmd( id )
{
    if( !is_user_alive(id) || !zp_get_user_zombie(id) || zp_get_user_zombie_class(id) != g_zclassparalize || zp_get_user_nemesis(id) )
        return PLUGIN_CONTINUE;

    if(g_can[id]) 
    {
        client_print(id,print_center,"Recover in %d seconds",g_can[id])
        return PLUGIN_HANDLED;
    }

    static Float:origin[3], Float:angles[3], Float:v_forward[3], Float:v_right[3], Float:v_up[3], Float:gun_position[3], Float:player_origin[3], Float:player_view_offset[3];
    static Float:OriginX[3]
    pev(id, pev_v_angle, angles);
    pev(id, pev_origin, OriginX);
    engfunc(EngFunc_MakeVectors, angles);

    global_get(glb_v_forward, v_forward);
    global_get(glb_v_right, v_right);
    global_get(glb_v_up, v_up);

    //m_pPlayer->GetGunPosition( ) = pev->origin + pev->view_ofs
    pev(id, pev_origin, player_origin);
    pev(id, pev_view_ofs, player_view_offset);
    xs_vec_add(player_origin, player_view_offset, gun_position);

    xs_vec_mul_scalar(v_forward, 13.0, v_forward);
    xs_vec_mul_scalar(v_right, 0.0, v_right);
    xs_vec_mul_scalar(v_up, 5.0, v_up);

    xs_vec_add(gun_position, v_forward, origin);
    xs_vec_add(origin, v_right, origin);
    xs_vec_add(origin, v_up, origin);

    new Float:StartOrigin[3]
            
    StartOrigin[0] = origin[0];
    StartOrigin[1] = origin[1];
    StartOrigin[2] = origin[2];


    new Float:fVelocity[3] , Float:flOrigin[3] , Float:flAngle[3]
    pev(id,pev_origin,flOrigin)
    pev(id,pev_angles,flAngle)

    new ball = create_entity("info_target")
    
    if (!ball) return PLUGIN_HANDLED

    g_touchs[ball] = 0

    entity_set_string(ball, EV_SZ_classname, ball_name)
    
    entity_set_model(ball, ball_model)
    
    entity_set_origin(ball, StartOrigin)
    
    entity_set_vector(ball, EV_VEC_angles, flAngle)
    
    new Float:MinBox[3] = {-1.0, -1.0, -1.0}
    new Float:MaxBox[3] = {1.0, 1.0, 1.0}
    entity_set_vector(ball, EV_VEC_mins, MinBox)
    entity_set_vector(ball, EV_VEC_maxs, MaxBox)
    
    entity_set_int(ball, EV_INT_solid, SOLID_SLIDEBOX)
    
    entity_set_int(ball, EV_INT_movetype, MOVETYPE_BOUNCEMISSILE)
    
    entity_set_edict(ball, EV_ENT_owner, id)
    
    entity_set_int(ball, EV_INT_effects, EF_BRIGHTLIGHT)
    
    VelocityByAim(id, get_pcvar_num(cvar_paralizevelocity ), fVelocity)
    entity_set_vector(ball , EV_VEC_velocity, fVelocity)

    fm_set_rendering(ball, kRenderFxGlowShell,255, 255, 255, kRenderNormal, 16)
    
    message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
    write_byte(TE_BEAMFOLLOW) // Temporary entity ID
    write_short(ball) // Entity
    write_short(sTrail) // Sprite index
    write_byte(10) // Life
    write_byte(3) // Line width
    write_byte(100) // Red
    write_byte(255) // Green
    write_byte(255) // Blue
    write_byte(255) // Alpha
    message_end() 

    UTIL_PlayPlayerAnimation(id,10)
    UTIL_PlayWeaponAnimation(id,8)

    g_can[id] = get_pcvar_num(cvar_paralizedelay)
    set_task(1.0,"ability_zero",id)

    entity_set_float(ball, EV_FL_health , get_pcvar_float(cvar_paralizeballhealth))

    entity_set_float(ball, EV_FL_nextthink, get_gametime() + 0.1) 
    
    return PLUGIN_HANDLED;
}

public touchWorld(ball, world) {

    emit_sound(ball, CHAN_WEAPON, ball_soundtouch, 1.0, ATTN_NORM, 0, PITCH_NORM)
    g_touchs[ball] += 1
    if(g_touchs[ball] == get_pcvar_num(cvar_paralizeballhealth)) remove_entity(ball)
    
    return PLUGIN_HANDLED
}

public touchPlayer(ball, player) {
    CC_SendMessage(0, "&x04[Revenant ICE] &x03You are trapped in %d",player)
    remove_task(player)
    paralize(player)
    //set_task(get_pcvar_float(cvar_paralizeballparalizetime),"unparalize_player",player)
    
    return PLUGIN_HANDLED
}

public event_round_start()
{
    new iEnt = FM_NULLENT;
    while( (iEnt = engfunc(EngFunc_FindEntityByString, iEnt, "classname", ball_name)) > 0 )
    {
        engfunc(EngFunc_RemoveEntity,iEnt)
    }    

    for(new i;i<=32;i++)
    {
        if(g_paralizen[i]) fm_set_rendering(i)
        g_can[i] = 0
        g_paralizen[i] = 0
        remove_task(i)
    }
}

public ball_think(ball)
{
    if(!is_valid_ent(ball))
        return;

    new Float:oldangles[3],Float:angles[3]
    pev(ball,pev_angles,oldangles)
    angles[0] = oldangles[0] + random_float(20.0,100.0)
    angles[1] = oldangles[1] + random_float(10.0,80.0)
    angles[2] = oldangles[2] + random_float(10.0,80.0)
    set_pev(ball,pev_angles,angles)

    new Float:Velocity[3]
    pev(ball,pev_velocity,Velocity)

    if(Velocity[0] < 1.0 && Velocity[2] < 1.0 && Velocity[1] < 1.0) remove_entity(ball)
       
    if(is_valid_ent(ball)) entity_set_float(ball, EV_FL_nextthink, get_gametime() + 0.1) 

}

public paralize(id)
{
    if(!is_user_alive(id) || zp_get_user_zombie(id))
        return;

    g_paralizen[id] = 1
    fm_set_rendering(id, kRenderFxGlowShell,100, 255, 255, kRenderNormal, 16)
    set_task(get_pcvar_float(cvar_paralizeballparalizetime),"unparalize_player",id)
}

public unparalize_player(id)
{
    if(!is_user_alive(id) || zp_get_user_zombie(id))
        return;

    g_paralizen[id] = 0
    fm_set_rendering(id)
}

public remove_values(id)
{
    remove_task(id)
    g_can[id] = 0
}

public ability_zero(id) 
{
    g_can[id] -= 1
    if(!g_can[id]) client_print(id,print_center,"Ability is active!")
    if(g_can[id]) set_task(1.0,"ability_zero",id)
}

public fw_PreThink(id)
{
    if( !is_user_alive(id) || zp_get_user_zombie(id) || !g_paralizen[id])
        return PLUGIN_CONTINUE;

    set_pev( id, pev_button, pev(id,pev_button) & ~IN_ATTACK );

    set_pev(id, pev_maxspeed, 0.0)        

    new Float:vel[3]
    set_pev(id,pev_velocity,vel)

    return PLUGIN_HANDLED
}

public zp_user_humanized_post(id)
{
    fm_set_user_model_index(id, defaultindex)

     remove_values(id)
}
public fw_PlayerKilled(id, attacker, shouldgib) remove_values(id)
public client_connect(id)  remove_values(id)

public zp_user_infected_post(id) 
{
    set_wpnmodel(id)
    if((zp_get_user_zombie_class(id) == g_zclassparalize) && (zp_get_user_zombie(id)))
    {
        fm_set_user_model_index(id, index)
    }
    remove_values(id)
}

public zp_user_infected_pre(id) 
{ 
        if(!(get_user_flags(id) & ADMIN_RESERVATION)) 
    { 
            if(zp_get_user_next_class(id) == g_zclassparalize) 
        { 
                    zp_set_user_zombie_class(id, 0) 
                CC_SendMessage(id, "&x04[Revenant ICE] &x01This class is only for &x04[V.I.P's]")
                 CC_SendMessage(id, "&x04[Revenant ICE]&x04[V.I.P] &x01is free but you need 1300 kills")
            }     
        }     
} 

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))
}

stock UTIL_PlayWeaponAnimation(const Player, const Sequence)
{
    set_pev(Player, pev_weaponanim, Sequence)
    
    message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, .player = Player)
    write_byte(Sequence)
    write_byte(pev(Player, pev_body))
    message_end()
}

stock UTIL_PlayPlayerAnimation(const id, const Sequence , Float:frame = 1.0 , Float:framerate = 1.0)
{
    entity_set_int(id, EV_INT_sequence, Sequence)
    entity_set_int(id, EV_INT_gaitsequence, 1)
    entity_set_float(id, EV_FL_frame, frame)
    entity_set_float(id, EV_FL_framerate, framerate)
}

stock get_speed_vector(const Float:origin1[3],const Float:origin2[3],Float:speed, Float:new_velocity[3])
{
    new_velocity[0] = origin2[0] - origin1[0]
    new_velocity[1] = origin2[1] - origin1[1]
    new_velocity[2] = origin2[2] - origin1[2]
    new Float:num = floatsqroot(speed*speed / (new_velocity[0]*new_velocity[0] + new_velocity[1]*new_velocity[1] + new_velocity[2]*new_velocity[2]))
    new_velocity[0] *= num
    new_velocity[1] *= num
    new_velocity[2] *= num
       
    return 1
} 

stock fm_cs_set_user_deaths(id, value)
{
    set_pdata_int(id, 444, value, 5)
}

stock fm_cs_get_user_team(id)
{
    return get_pdata_int(id, 114, 5);
}

public Event_CurrentWeapon(id) g_CurWeapon[id] = read_data(2)

public fw_Weapon_Deploy_Post(weapon_ent)
{
    static id; id = get_pdata_cbase(weapon_ent, 41, 4)

    static weaponid; weaponid = cs_get_weapon_id(weapon_ent)

    g_CurWeapon[id] = weaponid
    
    replace_weapon_models(id, weaponid)
}

public Player_Duck(id)
{
    if(zp_get_user_zombie_class(id) == g_zclassparalize && zp_get_user_zombie(id))
    {
           static button, ducking
           button = pev(id, pev_button)
        ducking = pev(id, pev_flags) & (FL_DUCKING | FL_ONGROUND) == (FL_DUCKING | FL_ONGROUND)

           if(button & IN_DUCK || ducking)
        {
            set_pev(id, pev_view_ofs, {0.0, 0.0, 20.0})   
           }
    }
}

set_wpnmodel(id)
{
    if(!is_user_alive(id)) return

    new wpn = get_user_weapon(id)

    if(wpn == CSW_HEGRENADE || wpn == CSW_FLASHBANG || wpn == CSW_SMOKEGRENADE)
    {
            set_pev(id, pev_viewmodel2, g_bombmodelwpn)
    }
}

replace_weapon_models(id, weaponid)
{
    if(zp_get_user_zombie_class(id) == g_zclassparalize && zp_get_user_zombie(id))
    {
        switch(weaponid)
        {
            case CSW_HEGRENADE:
            {
                set_pev(id, pev_viewmodel2, g_bombmodelwpn)
            }
            case CSW_SMOKEGRENADE:
            {
                set_pev(id, pev_viewmodel2, g_bombmodelwpn)
            }
            case CSW_FLASHBANG:
            {
                set_pev(id, pev_viewmodel2, g_bombmodelwpn)
            }
        }
    }
}

stock fm_set_user_model_index(id, value)
{
    set_pdata_int(id, OFFSET_MODELINDEX, value, OFFSET_LINUX)
}

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