Как може да се направи солиден цвят за 2 плъгина който ползваме?
Код за потвърждение: Избери целия код
#include <amxmodx>
#include <fakemeta>
#define PLUGIN "Death Sprite"
#define VERSION "1.0"
#define AUTHOR "DarkGL"
#define write_coord_f(%1) engfunc(EngFunc_WriteCoord,%1)
new const szSprite[] = "sprites/trevichkadeathv2.spr"
new pSprite;
public plugin_init() {
register_plugin(PLUGIN, VERSION, AUTHOR)
register_event("DeathMsg", "DeathMsg", "a")
}
public plugin_precache(){
pSprite = precache_model(szSprite)
}
public DeathMsg()
{
new vid = read_data(2)
new kid = read_data(1)
if(!is_user_connected(vid) || vid == kid || !is_user_connected(kid)) return ;
new Float:fOrigin[3];
pev(vid,pev_origin,fOrigin);
fOrigin[2] += 35.0;
message_begin(MSG_BROADCAST,SVC_TEMPENTITY )
write_byte(TE_SPRITE)
write_coord_f(fOrigin[0])
write_coord_f(fOrigin[1])
write_coord_f(fOrigin[2])
write_short(pSprite)
write_byte(10)
write_byte(255)
message_end()
}
Код за потвърждение: Избери целия код
#include <amxmodx>
#include <fakemeta>
#define PLUGIN "CS Revo: HeadShot Maconhas"
#define VERSION "1.2"
#define AUTHOR "Wilian M."
new xPrecSpr[2]
static xResources[][] =
{
"sprites/hs_maconha/p1.spr",
"sprites/hs_maconha/g2.spr"
}
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR)
register_event("DeathMsg", "xDeathMsg", "a")
}
public plugin_precache()
{
for(new i = 0; i < sizeof(xResources); i++)
{
xPrecSpr[i] = precache_model(xResources[i])
}
}
public xDeathMsg()
{
new xHs = read_data(3)
if(xHs)
{
new xVictim = read_data(2)
static Float:originF[3], i
pev(xVictim, pev_origin, originF)
for(i = 0; i < sizeof(xResources); i++)
xEffectDrugs(originF, 27, 50, 50, 1, 30, 50, xPrecSpr[i])
}
}
stock xEffectDrugs(Float:originF[3], head, sprites, life, scale, velo, decals, spriteshow)
{
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_SPRITETRAIL)
engfunc(EngFunc_WriteCoord, originF[0]) // X
engfunc(EngFunc_WriteCoord, originF[1]) // Y
engfunc(EngFunc_WriteCoord, originF[2]+head) // Z
engfunc(EngFunc_WriteCoord, originF[0]) // X
engfunc(EngFunc_WriteCoord, originF[1]) // Y
engfunc(EngFunc_WriteCoord, originF[2]+head) // Z
write_short(spriteshow)
write_byte(sprites) // quantas sprites vai sair...
write_byte(life) // life
write_byte(scale) // scale
write_byte(velo) // velo
write_byte(decals) // decals
message_end()
}