Ползвам плъгина за зомби мод.
Ако може да кажите, къде да редактирам за да оправя тоя бъг или същественно, ако има подобен работещ плъгин за преминаване през играчи без да е нужно да натискат копче за преминаване на играча.
Код за потвърждение: Избери целия код
#include <amxmodx>
#include <fakemeta>
#pragma semicolon 1
#define DISTANCE 45
new g_iTeam[33];
new bool:g_bSolid[33];
new bool:g_bHasSemiclip[33];
new Float:g_fOrigin[33][3];
new bool:g_bSemiclipEnabled;
new g_iForwardId[3];
new g_iMaxPlayers;
new g_iCvar[3];
public plugin_init( )
{
register_plugin( "(Team-)Semiclip", "1.2", "SchlumPF*" );
g_iCvar[0] = register_cvar( "semiclip_enabled", "1" );
g_iCvar[1] = register_cvar( "semiclip_teamclip", "1" );
g_iCvar[2] = register_cvar( "semiclip_transparancy", "1" );
register_forward( FM_ClientCommand, "fwdClientCommand" );
if( get_pcvar_num( g_iCvar[0] ) )
{
g_iForwardId[0] = register_forward( FM_PlayerPreThink, "fwdPlayerPreThink" );
g_iForwardId[1] = register_forward( FM_PlayerPostThink, "fwdPlayerPostThink" );
g_iForwardId[2] = register_forward( FM_AddToFullPack, "fwdAddToFullPack_Post", 1 );
g_bSemiclipEnabled = true;
}
else
g_bSemiclipEnabled = false;
g_iMaxPlayers = get_maxplayers( );
}
public fwdPlayerPreThink( plr )
{
static id, last_think;
if( last_think > plr )
{
for( id = 1 ; id <= g_iMaxPlayers ; id++ )
{
if( is_user_alive( id ) )
{
if( get_pcvar_num( g_iCvar[1] ) )
g_iTeam[id] = get_user_team( id );
g_bSolid[id] = pev( id, pev_solid ) == SOLID_SLIDEBOX ? true : false;
pev( id, pev_origin, g_fOrigin[id] );
}
else
g_bSolid[id] = false;
}
}
last_think = plr;
if( g_bSolid[plr] )
{
for( id = 1 ; id <= g_iMaxPlayers ; id++ )
{
if( g_bSolid[id] && get_distance_f( g_fOrigin[plr], g_fOrigin[id] ) <= DISTANCE && id != plr )
{
if( get_pcvar_num( g_iCvar[1] ) && g_iTeam[plr] != g_iTeam[id] )
return FMRES_IGNORED;
set_pev( id, pev_solid, SOLID_NOT );
g_bHasSemiclip[id] = true;
}
}
}
return FMRES_IGNORED;
}
public fwdPlayerPostThink( plr )
{
static id;
for( id = 1 ; id <= g_iMaxPlayers ; id++ )
{
if( g_bHasSemiclip[id] )
{
set_pev( id, pev_solid, SOLID_SLIDEBOX );
g_bHasSemiclip[id] = false;
}
}
}
public fwdAddToFullPack_Post( es_handle, e, ent, host, hostflags, player, pset )
{
if( player )
{
if( g_bSolid[host] && g_bSolid[ent] && get_distance_f( g_fOrigin[host], g_fOrigin[ent] ) <= DISTANCE )
{
if( get_pcvar_num( g_iCvar[1] ) && g_iTeam[host] != g_iTeam[ent] )
return FMRES_IGNORED;
set_es( es_handle, ES_Solid, SOLID_NOT ); // makes semiclip flawless
if( get_pcvar_num( g_iCvar[2] ) == 1 )
{
set_es( es_handle, ES_RenderMode, kRenderTransAlpha );
set_es( es_handle, ES_RenderAmt, 85 );
}
else if( get_pcvar_num( g_iCvar[2] ) == 2 )
{
set_es( es_handle, ES_Effects, EF_NODRAW );
set_es( es_handle, ES_Solid, SOLID_NOT );
}
}
}
return FMRES_IGNORED;
}
// is there a better way to detect changings of g_iCvar[0]?
public fwdClientCommand( plr )
{
// use the forwards just when needed, for good performance
if( !get_pcvar_num( g_iCvar[0] ) && g_bSemiclipEnabled )
{
unregister_forward( FM_PlayerPreThink, g_iForwardId[0] );
unregister_forward( FM_PlayerPostThink, g_iForwardId[1] );
unregister_forward( FM_AddToFullPack, g_iForwardId[2], 1 );
g_bSemiclipEnabled = false;
}
else if( get_pcvar_num( g_iCvar[0] ) && !g_bSemiclipEnabled )
{
g_iForwardId[0] = register_forward( FM_PlayerPreThink, "fwdPlayerPreThink" );
g_iForwardId[1] = register_forward( FM_PlayerPostThink, "fwdPlayerPostThink" );
g_iForwardId[2] = register_forward( FM_AddToFullPack, "fwdAddToFullPack_Post", 1 );
g_bSemiclipEnabled = true;
}
}