Проблема е че когато аз блоквам получавам бял glow, би трябвало когато спра да блоквам glow-a да се маха, но той остава завинаги.
Ето кода:
Код за потвърждение: Избери целия код
#include <zombie_escape>
new Float:g_flPlayed[33]
new const szEntities[][] =
{
"func_train",
"func_vehicle",
"func_tracktrain",
"func_door"
}
new g_iPulsating = 0, Float:g_flLastBlock[33]
// Cvars
new g_pCvarBlockTime
public plugin_init()
{
register_plugin("No Block", "1.0", "Raheem")
// Cvars
g_pCvarBlockTime = register_cvar("ze_block_time", "1.0")
for (new i = 0; i <= charsmax(szEntities); i++)
{
RegisterHam(Ham_Blocked, szEntities[i], "Fw_Blocked_Post", 1)
}
}
public Fw_Blocked_Post(iEnt, id)
{
new Float:flRefTime = get_gametime()
if (is_user_alive(id) && pev_valid(iEnt))
{
PlaySound(id, "zombie_escape/move.wav")
g_flPlayed[id] = get_gametime();
}
{
if(g_flLastBlock[id] > flRefTime)
return
g_flLastBlock[id] = flRefTime + get_pcvar_float(g_pCvarBlockTime)
if (ze_is_user_zombie(id))
{
client_print(id, print_center, "!!! STOP BLOCKING !!!^n -500HP")
ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 500.0, DMG_GENERIC)
}
else
{
client_print(id, print_center, "!!! STOP BLOCKING !!!^n -20HP")
ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 20.0, DMG_GENERIC)
}
client_print(id, print_center, "!!! STOP BLOCK -- MOVE !!!")
switch (g_iPulsating)
{
case 0:
{
Set_Rendering(id, kRenderFxGlowShell, 255, 255, 255, kRenderNormal, 10)
g_iPulsating = 1
}
case 1:
{
Set_Rendering(id)
g_iPulsating = 0
}
}
}
}