Admin Spec ESP

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ArminC
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Admin Spec ESP

#1

Post by ArminC » 1 Year Ago

Hmm.. I tried admin spec esp (yeah for a zm server.. I'am a stranger :lol: ) and I found that it is on by default.. like if I am admin and I'am spec.. i'll see lines.. No I don't want that.. it's a frcking zm server.. I want it to be off by default and that I can turn it on in some rare cases.. -- it can be turned on/off by button R (menu) or pressing w or s

Code: Select all

#include <amxmodx>
#include <engine>

// Here you can adjust the required admin level if needed
// there is a list of all levels http://www.amxmodx.org/funcwiki.php?go=module&id=1#const_admin

#define REQUIRED_ADMIN_LEVEL ADMIN_KICK

//--------------------------------------------------------------------------------------------------

#define PLUGIN "Admin Spectator ESP"
#define VERSION "1.4_beta"
#define AUTHOR "KoST"

enum {
	ESP_ON=0,
	ESP_LINE,
	ESP_BOX,
	ESP_NAME,
	ESP_HEALTH_ARMOR,
	ESP_WEAPON,
	ESP_CLIP_AMMO,
	ESP_DISTANCE,
	ESP_TEAM_MATES,
	ESP_AIM_VEC,
}

new bool:admin[33] // is/is not admin
new bool:first_person[33] //is/is not in first person view
new spec[33] // spec[player_id]=the players id if
new laser // precached model
new max_players // if you start hlds with +maxplayers 20 for example this would be 20
new team_colors[4][3]={{0,0,0},{150,0,0},{0,0,150},{0,150,0}} 
new esp_colors[5][3]={{0,255,0},{100,60,60},{60,60,100},{255,0,255},{128,128,128}}
new bool:ducking[33] //is/is not player ducked
new damage_done_to[33] //damage_done_to[p1]=p2 // p1 has hit p2
new view_target[33] // attackers victim
new bool:admin_options[33][10] // individual esp options
new bool:is_in_menu[33] // has esp menu open
new pcvar_esp
new pcvar_esp_timer
new pcvar_esp_allow_all
new pcvar_esp_disable_default_keys


// weapon strings
new weapons[30][10]={"None","P228","Scout","HE","XM1014","C4",
	"MAC-10","AUG","Smoke","Elite","Fiveseven",
	"UMP45","SIG550","Galil","Famas","USP",
	"Glock","AWP","MP5","M249","M3","M4A1",
	"TMP","G3SG1","Flash","Deagle","SG552",
	"AK47","Knife","P90"}

public plugin_precache(){
	laser=precache_model("sprites/laserbeam.spr") 
}

public plugin_init(){
	register_plugin(PLUGIN,VERSION,AUTHOR)
	
	// cvars
	pcvar_esp=register_cvar("esp","1")
	pcvar_esp_timer=register_cvar("esp_timer","0.3")
	pcvar_esp_allow_all=register_cvar("esp_allow_all","0")
	pcvar_esp_disable_default_keys=register_cvar("esp_disable_default_keys","0")
	
	// client commands
	register_clcmd("esp_menu","cmd_esp_menu",REQUIRED_ADMIN_LEVEL,"Shows ESP Menu")
	register_clcmd("esp_toggle","cmd_esp_toggle",REQUIRED_ADMIN_LEVEL,"Toggle ESP on/off")
	register_clcmd("say /esp_menu","cmd_esp_menu",REQUIRED_ADMIN_LEVEL,"Shows ESP Menu")
	register_clcmd("say /esp_toggle","cmd_esp_toggle",REQUIRED_ADMIN_LEVEL,"Toggle ESP on/off")
	register_clcmd("esp_settings","cmd_esp_settings",REQUIRED_ADMIN_LEVEL," ESP adasdsassdasd")
	
	
	// events
	register_event("StatusValue","spec_target","bd","1=2")
	register_event("SpecHealth2","spec_target","bd")
	register_event("TextMsg","spec_mode","b","2&#Spec_Mode")
	register_event("Damage", "event_Damage", "b", "2!0", "3=0", "4!0")
	register_event("ResetHUD", "reset_hud_alive", "be")
	
	
	// menu
	new keys=MENU_KEY_0|MENU_KEY_1|MENU_KEY_2|MENU_KEY_3|MENU_KEY_4|MENU_KEY_5|MENU_KEY_6|MENU_KEY_7|MENU_KEY_8|MENU_KEY_9
	register_menucmd(register_menuid("Admin Specator ESP"),keys,"menu_esp")
	
	max_players=get_maxplayers()
	
	// start esp_timer for the first time
	set_task(1.0,"esp_timer")
} 

public reset_hud_alive(id){
	spec[id]=0
	return PLUGIN_CONTINUE
}

public cmd_esp_settings(id){
	if (admin[id]){
		new out[11]
		read_argv(1,out,10)
		new len=strlen(out) 	
		for (new i=0;i<len;i++){
			if (out[i]=='1'){
				admin_options[id][i]=true
			}else{
				admin_options[id][i]=false
			}
		}
	}
}

public cmd_esp_menu(id){
	if (admin[id] && get_pcvar_num(pcvar_esp)==1){
		show_esp_menu(id)
	}
}

public cmd_esp_toggle(id){
	if (admin[id] && get_pcvar_num(pcvar_esp)==1){
		change_esp_status(id,!admin_options[id][0])
	}
}

public show_esp_menu(id){
	is_in_menu[id]=true
	new menu[301]
	new keys=MENU_KEY_0|MENU_KEY_1|MENU_KEY_2|MENU_KEY_3|MENU_KEY_4|MENU_KEY_5|MENU_KEY_6|MENU_KEY_7|MENU_KEY_8|MENU_KEY_9
	new onoff[2][]={{"\roff\w"},{"\yon\w"}} // \r=red \y=yellow \w white
	new text[2][]={{"(use move forward/backward to switch on/off)"},{"(use esp_toggle command to toggle)"}} // \r=red \y=yellow \w white
	new text_index=get_pcvar_num(pcvar_esp_disable_default_keys)
	if (text_index!=1) text_index=0
	format(menu, 300, "Admin Specator ESP^nis %s %s^n^n1. Line is %s^n2. Box is %s^n3. Name is %s^n4. Health/Armor is %s^n5. Weapon is %s^n6. Clip/Ammo is %s^n7. Distance is %s^n8. Show TeamMates is %s^n9. Show AimVector is %s^n^n0. Exit",
	onoff[admin_options[id][ESP_ON]],
	text[text_index],
	onoff[admin_options[id][ESP_LINE]],
	onoff[admin_options[id][ESP_BOX]],
	onoff[admin_options[id][ESP_NAME]],
	onoff[admin_options[id][ESP_HEALTH_ARMOR]],
	onoff[admin_options[id][ESP_WEAPON]],
	onoff[admin_options[id][ESP_CLIP_AMMO]],
	onoff[admin_options[id][ESP_DISTANCE]],
	onoff[admin_options[id][ESP_TEAM_MATES]],
	onoff[admin_options[id][ESP_AIM_VEC]])
	show_menu(id,keys,menu)
	
	return PLUGIN_HANDLED
}

public menu_esp(id,key){
	if (key==9){ // exit
		is_in_menu[id]=false
		return PLUGIN_HANDLED
	}
	// toggle esp options
	if (admin_options[id][key+1]){
		admin_options[id][key+1]=false
		}else{
		admin_options[id][key+1]=true
	}
	show_esp_menu(id)
	return PLUGIN_HANDLED
}

public event_Damage(id){
	if (id>0) {
		new attacker=get_user_attacker(id)
		if (attacker>0 && attacker<=max_players){ 
			if (view_target[attacker]==id){
				damage_done_to[attacker]=id
			}
		}
	}
	return PLUGIN_CONTINUE
}

public spec_mode(id){
	// discover if in first_person_view
	new specMode[12]
	read_data(2,specMode,11)
	
	if(equal(specMode,"#Spec_Mode4")){
		first_person[id]=true
		}else{
		first_person[id]=false
	}
	return PLUGIN_CONTINUE
}

public spec_target(id){
	if (id>0){
		new target=read_data(2)
		if (target!=0){
			spec[id]=target
		}
	}
	return PLUGIN_CONTINUE
}

public client_putinserver(id){
	first_person[id]=false
	if ((get_user_flags(id) & REQUIRED_ADMIN_LEVEL) || get_pcvar_num(pcvar_esp_allow_all)==1){
		admin[id]=true
		init_admin_options(id)
		
		}else{
		admin[id]=false
	}
}

public init_admin_options(id){
	
	for (new i=0;i<10;i++){
		admin_options[id][i]=true
	}
	admin_options[id][ESP_TEAM_MATES]=false
	load_vault_data(id)
}

public save2vault(id){
	if (admin[id]){
		new authid[35]
		get_user_authid (id,authid,34) 
		new tmp[11]
	
		for (new s=0;s<10;s++){
		
			if (admin_options[id][s]){
				tmp[s]='1';
			}else{
				tmp[s]='0';
			}
		}
		tmp[10]=0

		//server_print("STEAMID: %s OPTIONS: %s",authid,tmp);
		new key[41]
		format(key,40,"AESP_%s",authid) 
		
		set_vaultdata(key,tmp)
	}
}

public load_vault_data(id){
	if (admin[id]){
		new data[11]
		new authid[35]
		get_user_authid (id,authid,34)
		new key[41]
		format(key,40,"AESP_%s",authid) 
		get_vaultdata(key,data,10)
		if (strlen(data)>0){
			for (new s=0;s<10;s++){
				if (data[s]=='1'){
					admin_options[id][s]=true
				}else{
					admin_options[id][s]=false
				}
			}
		}
	}	
	
}

public client_disconnected(id){
	save2vault(id)
	admin[id]=false
	spec[id]=0
}

public change_esp_status(id,bool:on){
	if (on){
		admin_options[id][0]=true
		if (!is_in_menu[id]) client_print(id,print_chat,"[%s] ON",PLUGIN)
		if (is_in_menu[id]) show_esp_menu(id)
	}else{
		admin_options[id][0]=false
		if (!is_in_menu[id]) client_print(id,print_chat,"[%s] OFF",PLUGIN)
		if (is_in_menu[id]) show_esp_menu(id)
	}
}

public client_PreThink(id){
	if (!is_user_connected(id)) return PLUGIN_CONTINUE
	
	new button=get_user_button(id)
	if (button==0) return PLUGIN_CONTINUE // saves a lot of cpu
	
	new oldbutton=get_user_oldbutton(id)
	
	if (button & IN_DUCK){
		ducking[id]=true
		}else{
		ducking[id]=false
	}
	
	if ((get_pcvar_num(pcvar_esp)==1) && (get_pcvar_num(pcvar_esp_disable_default_keys)!=1)){
		if (admin[id]){
			if (first_person[id] && !is_user_alive(id)){
				if ((button & IN_RELOAD) && !(oldbutton & IN_RELOAD)){
					show_esp_menu(id)
				}
				if ((button & IN_FORWARD)  && !(oldbutton & IN_FORWARD) && !admin_options[id][0]){
					change_esp_status(id,true)
				}
				if ((button & IN_BACK)  && !(oldbutton & IN_BACK) && admin_options[id][0]){
					change_esp_status(id,false)
				}
			}
		}
	}
	return PLUGIN_CONTINUE
}

public draw_aim_vector(i,s,len){
	new Float:endpoint[3]
	new tmp[3]
	new Float:vec1[3]
	get_user_origin(s, tmp, 1)
	IVecFVec(tmp,vec1)
	vec1[2]-=6.0
	VelocityByAim(s,len,endpoint) // get aim vector
	addVec(endpoint,vec1) // add origin to get absolute coordinates
	make_TE_BEAMPOINTS(i,4,vec1,endpoint,10,0,255)
	return PLUGIN_CONTINUE
}

public esp_timer(){
	
	if (get_pcvar_num(pcvar_esp)!=1) { // if esp is not 1, it is off
		set_task(1.0,"esp_timer") // check for reactivation in 1 sec intervals
		return PLUGIN_CONTINUE
	}
	
	for (new i=1;i<=max_players;i++){ // loop through players
		
		if (admin_options[i][ESP_ON] && first_person[i] && is_user_connected(i) && admin[i] && (!is_user_alive(i)) && (spec[i]>0) && is_user_alive(spec[i])){ // :)
			
			new spec_id=spec[i]
			new Float:my_origin[3] 
			entity_get_vector(i,EV_VEC_origin,my_origin) // get origin of spectating admin
			new my_team
			my_team=get_team(spec_id) // get team of spectated :)
			
			new Float:smallest_angle=180.0 
			new smallest_id=0
			new Float:xp=2.0,Float:yp=2.0 // x,y of hudmessage
			new Float:dist
			
			for (new s=1;s<=max_players;s++){ // loop through the targets
				if (is_user_alive(s)){ // target must be alive
					new target_team=get_team(s) // get team of target
					if (!(target_team==3)){ //if not spectator
						if (spec_id!=s){ // do not target myself
							// if the target is in the other team and not spectator
							
							if (((my_team!=target_team && (target_team==1 || target_team==2)) || admin_options[i][ESP_TEAM_MATES])){
								
								new Float:target_origin[3]
								// get origin of target
								entity_get_vector(s,EV_VEC_origin,target_origin)
								
								
								// get distance from me to target
								new Float:distance=vector_distance(my_origin,target_origin)
								
								if (admin_options[i][ESP_LINE]){
									
									new width
									if (distance<2040.0){
										// calculate width according to distance
										width=(255-floatround(distance/8.0))/3
										}else{
										width=1
									}	
									// create temp_ent
									make_TE_BEAMENTPOINT(i,target_origin,width,target_team)
								}
								
								
								// get vector from me to target
								new Float:v_middle[3]
								subVec(target_origin,my_origin,v_middle)
								
								// trace from me to target, getting hitpoint
								new Float:v_hitpoint[3]
								trace_line (-1,my_origin,target_origin,v_hitpoint)
								
								// get distance from me to hitpoint (nearest wall)
								new Float:distance_to_hitpoint=vector_distance(my_origin,v_hitpoint)
								
								// scale
								new Float:scaled_bone_len
								if (ducking[spec_id]){
									scaled_bone_len=distance_to_hitpoint/distance*(50.0-18.0)
									}else{
									scaled_bone_len=distance_to_hitpoint/distance*50.0
								}
								scaled_bone_len=distance_to_hitpoint/distance*50.0
								
								new Float:scaled_bone_width=distance_to_hitpoint/distance*150.0
								
								new Float:v_bone_start[3],Float:v_bone_end[3]
								new Float:offset_vector[3]
								// get the point 10.0 units away from wall
								normalize(v_middle,offset_vector,distance_to_hitpoint-10.0) // offset from wall
								
								// set to eye level
								new Float:eye_level[3]
								copyVec(my_origin,eye_level)
								
								if (ducking[spec_id]){
									eye_level[2]+=12.3
									}else{
									eye_level[2]+=17.5
								}
								
								
								addVec(offset_vector,eye_level)
								
								// start and end of green box
								copyVec(offset_vector,v_bone_start)
								copyVec(offset_vector,v_bone_end)
								v_bone_end[2]-=scaled_bone_len
								
								new Float:distance_target_hitpoint=distance-distance_to_hitpoint
								
								new actual_bright=255
								
								if (admin_options[i][ESP_BOX]){
									// this is to make green box darker if distance is larger
									if (distance_target_hitpoint<2040.0){
										actual_bright=(255-floatround(distance_target_hitpoint/12.0))
										
										}else{
										actual_bright=85
									}	
									new color
									if (distance_to_hitpoint!=distance){ // if no line of sight
										color=0
										}else{ // if line of sight
										color=target_team
									}
									
									if (damage_done_to[spec_id]==s) {
										color=3
										damage_done_to[spec_id]=0
									}
									make_TE_BEAMPOINTS(i,color,v_bone_start,v_bone_end,floatround(scaled_bone_width),target_team,actual_bright)
								}
								
								
								if (admin_options[i][ESP_AIM_VEC] || admin_options[i][ESP_NAME] || admin_options[i][ESP_HEALTH_ARMOR] || admin_options[i][ESP_WEAPON] || admin_options[i][ESP_CLIP_AMMO] || admin_options[i][ESP_DISTANCE]){
									
									
									new Float:ret[2]
									new Float:x_angle=get_screen_pos(spec_id,v_middle,ret)
									
									// find target with the smallest distance to crosshair (on x-axis)
									if (smallest_angle>floatabs(x_angle)){
										if (floatabs(x_angle)!=0.0){
											smallest_angle=floatabs(x_angle)
											view_target[spec_id]=s
											smallest_id=s // store nearest target id..
											xp=ret[0] // and x,y coordinates of hudmessage
											yp=ret[1]
											dist=distance
										}
									}
								}
							}
						}
					}
				}
			} // inner player loop end
			if (!is_user_alive(smallest_id)) {
				smallest_id=0
				xp=-1.0
			}
			if (smallest_id>0 && admin_options[i][ESP_AIM_VEC]){
				draw_aim_vector(i,smallest_id,2000)
			}
			if (xp>0.0 && xp<=1.0 && yp>0.0 && yp<=1.0){ // if in visible range
				// show the player info
				set_hudmessage(255, 255, 0, floatabs(xp), floatabs(yp), 0, 0.0, get_pcvar_float(pcvar_esp_timer), 0.0, 0.0, 2)
				
				new name[37]=""
				new tmp[33]
				get_user_name(smallest_id,tmp,32)
				if (admin_options[i][ESP_NAME]){
					format(name,36,"[%s]^n",tmp)
				}
				
				
				new health[25]=""
				if (admin_options[i][ESP_HEALTH_ARMOR]){
					new hp=get_user_health(smallest_id)
					new armor=get_user_armor(smallest_id)
					format(health,24,"health: %d armor: %d^n",hp,armor)
				}
				
				
				new clip_ammo[22]=""
				new clip,ammo
				new weapon_id=get_user_weapon(smallest_id,clip,ammo)
				if (admin_options[i][ESP_CLIP_AMMO]){
					format(clip_ammo,21,"clip: %d ammo: %d^n",clip,ammo)
				}
				
				new weapon_name[21]=""
				if (admin_options[i][ESP_WEAPON]){
					if ((weapon_id-1)<0 || (weapon_id-1)>29) weapon_id=1
					format(weapon_name,20,"weapon: %s^n",weapons[weapon_id-1])
					//copy(weapon_name,9,weapons[weapon_id-1])
				}
				
				new str_dist[19]
				if (admin_options[i][ESP_DISTANCE]){
					format(str_dist,18,"distance: %d^n",floatround(dist))
				}
				
				show_hudmessage(i, "%s%s%s%s%s",name,health,weapon_name,clip_ammo,str_dist)
			}
		}
	}
	set_task(get_pcvar_float(pcvar_esp_timer),"esp_timer") // keep it going
	return PLUGIN_CONTINUE	
}

public Float:get_screen_pos(id,Float:v_me_to_target[3],Float:Ret[2]){
	new Float:v_aim[3]
	VelocityByAim(id,1,v_aim) // get aim vector
	new Float:aim[3]
	copyVec(v_aim,aim) // make backup copy of v_aim
	v_aim[2]=0.0 // project aim vector vertically to x,y plane
	new Float:v_target[3]
	copyVec(v_me_to_target,v_target)
	v_target[2]=0.0 // project target vector vertically to x,y plane
	// both v_aim and v_target are in the x,y plane, so angle can be calculated..
	new Float:x_angle
	new Float:x_pos=get_screen_pos_x(v_target,v_aim,x_angle) // get the x coordinate of hudmessage..
	new Float:y_pos=get_screen_pos_y(v_me_to_target,aim) // get the y coordinate of hudmessage..
	Ret[0]=x_pos 
	Ret[1]=y_pos
	return x_angle
}

public Float:get_screen_pos_x(Float:target[3],Float:aim[3],&Float:xangle){
	new Float:x_angle=floatacos(vectorProduct(aim,target)/(getVecLen(aim)*getVecLen(target)),1) // get angle between vectors
	new Float:x_pos
	//this part is a bit tricky..
	//the problem is that the 'angle between vectors' formula returns always positive values
	//how can be determined if the target vector is on the left or right side of the aim vector? with only positive angles?
	//the solution:
	//the scalar triple product returns the volume of the parallelepiped that is created by three input vectors
	//
	//i used the aim and target vectors as the first two input parameters
	//and the third one is a vector pointing straight upwards [0,0,1]
	//if now the target is on the left side of spectator origin the created parallelepipeds volume is negative 
	//and on the right side positive
	//now we can turn x_angle into a signed value..
	if (scalar_triple_product(aim,target)<0.0) x_angle*=-1 // make signed
	if (x_angle>=-45.0 && x_angle<=45.0){ // if in fov of 90
		x_pos=1.0-(floattan(x_angle,degrees)+1.0)/2.0 // calulate y_pos of hudmessage
		xangle=x_angle
		return x_pos
	}
	xangle=0.0
	return -2.0
}

public Float:get_screen_pos_y(Float:v_target[3],Float:aim[3]){
	new Float:target[3]
	
	// rotate vector about z-axis directly over the direction vector (to get height angle)
	rotateVectorZ(v_target,aim,target)
	
	// get angle between aim vector and target vector
	new Float:y_angle=floatacos(vectorProduct(aim,target)/(getVecLen(aim)*getVecLen(target)),1) // get angle between vectors
	
	new Float:y_pos
	new Float:norm_target[3],Float:norm_aim[3]
	
	// get normalized target and aim vectors
	normalize(v_target,norm_target,1.0)
	normalize(aim,norm_aim,1.0)
	
	//since the 'angle between vectors' formula returns always positive values
	if (norm_target[2]<norm_aim[2]) y_angle*=-1 //make signed
	
	if (y_angle>=-45.0 && y_angle<=45.0){ // if in fov of 90
		y_pos=1.0-(floattan(y_angle,degrees)+1.0)/2.0 // calulate y_pos of hudmessage
		if (y_pos>=0.0 && y_pos<=1.0) return y_pos
	}
	return -2.0
}

public get_team(id){
	new team[2]
	get_user_team(id,team,1)
	switch(team[0]){
		case 'T':{
			return 1
		}
		case 'C':{
			return 2
		}
		case 'S':{
			return 3
		}
		default:{}
	}
	return 0
}

// Vector Operations -------------------------------------------------------------------------------

public Float:getVecLen(Float:Vec[3]){
	new Float:VecNull[3]={0.0,0.0,0.0}
	new Float:len=vector_distance(Vec,VecNull)
	return len
}

public Float:scalar_triple_product(Float:a[3],Float:b[3]){
	new Float:up[3]={0.0,0.0,1.0}
	new Float:Ret[3]
	Ret[0]=a[1]*b[2]-a[2]*b[1]
	Ret[1]=a[2]*b[0]-a[0]*b[2]
	Ret[2]=a[0]*b[1]-a[1]*b[0]
	return vectorProduct(Ret,up)
}

public normalize(Float:Vec[3],Float:Ret[3],Float:multiplier){
	new Float:len=getVecLen(Vec)
	copyVec(Vec,Ret)
	Ret[0]/=len
	Ret[1]/=len
	Ret[2]/=len
	Ret[0]*=multiplier
	Ret[1]*=multiplier
	Ret[2]*=multiplier
}

public rotateVectorZ(Float:Vec[3],Float:direction[3],Float:Ret[3]){
	// rotates vector about z-axis
	new Float:tmp[3]
	copyVec(Vec,tmp)
	tmp[2]=0.0
	new Float:dest_len=getVecLen(tmp)
	copyVec(direction,tmp)
	tmp[2]=0.0
	new Float:tmp2[3]
	normalize(tmp,tmp2,dest_len)
	tmp2[2]=Vec[2]
	copyVec(tmp2,Ret)
}

public Float:vectorProduct(Float:Vec1[3],Float:Vec2[3]){
	return Vec1[0]*Vec2[0]+Vec1[1]*Vec2[1]+Vec1[2]*Vec2[2]
}

public copyVec(Float:Vec[3],Float:Ret[3]){
	Ret[0]=Vec[0]
	Ret[1]=Vec[1]
	Ret[2]=Vec[2]
}

public subVec(Float:Vec1[3],Float:Vec2[3],Float:Ret[3]){
	Ret[0]=Vec1[0]-Vec2[0]
	Ret[1]=Vec1[1]-Vec2[1]
	Ret[2]=Vec1[2]-Vec2[2]
}

public addVec(Float:Vec1[3],Float:Vec2[3]){
	Vec1[0]+=Vec2[0]
	Vec1[1]+=Vec2[1]
	Vec1[2]+=Vec2[2]
}

// Temporary Entities ------------------------------------------------------------------------------
// there is a list of much more temp entities at: http://djeyl.net/forum/index.php?s=80ec5b9163006b5cbd0a51dd198e563a&act=Attach&type=post&id=290870
// all messages are sent with MSG_ONE_UNRELIABLE flag to avoid overflow in case of very low esp_timer setting and much targets

public make_TE_BEAMPOINTS(id,color,Float:Vec1[3],Float:Vec2[3],width,target_team,brightness){
	message_begin(MSG_ONE_UNRELIABLE ,SVC_TEMPENTITY,{0,0,0},id) //message begin
	write_byte(0)
	write_coord(floatround(Vec1[0])) // start position
	write_coord(floatround(Vec1[1]))
	write_coord(floatround(Vec1[2]))
	write_coord(floatround(Vec2[0])) // end position
	write_coord(floatround(Vec2[1]))
	write_coord(floatround(Vec2[2]))
	write_short(laser) // sprite index
	write_byte(3) // starting frame
	write_byte(0) // frame rate in 0.1's
	write_byte(floatround(get_pcvar_float(pcvar_esp_timer)*10)) // life in 0.1's
	write_byte(width) // line width in 0.1's
	write_byte(0) // noise amplitude in 0.01's
	write_byte(esp_colors[color][0])
	write_byte(esp_colors[color][1])
	write_byte(esp_colors[color][2])
	write_byte(brightness) // brightness)
	write_byte(0) // scroll speed in 0.1's
	message_end()
}

public make_TE_BEAMENTPOINT(id,Float:target_origin[3],width,target_team){
	message_begin(MSG_ONE_UNRELIABLE,SVC_TEMPENTITY,{0,0,0},id)
	write_byte(1)
	write_short(id)
	write_coord(floatround(target_origin[0]))
	write_coord(floatround(target_origin[1]))
	write_coord(floatround(target_origin[2]))
	write_short(laser)
	write_byte(1)		
	write_byte(1)
	write_byte(floatround(get_pcvar_float(pcvar_esp_timer)*10))
	write_byte(width)
	write_byte(0)
	write_byte(team_colors[target_team][0])
	write_byte(team_colors[target_team][1])
	write_byte(team_colors[target_team][2])
	write_byte(255)
	write_byte(0)
	message_end()
}

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Raheem
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#2

Post by Raheem » 1 Year Ago

But first really this needed for ZP?
You don't know? Learn and you will know.

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ArminC
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#3

Post by ArminC » 1 Year Ago

Yeah I can't say ZP for moment even I don't know wich mod to add.. Bio,ZP,ZE.. :D (I want to make first the server base..).. I need it as a backup solution because some players that play normal with cheats, have 1 client for usual.. and if they enter my server they can activate the cheat even if it's ZM and can cause more hs => fast kill *for example if the zm have less hp, slow regen (or the hs can cause big knockback)* or even wh.. Yeah I know it's a rare cause but.. that's why I asked to make it by default off and if the admin wana activate it press "w" or "r" -- I can't find the location to disable it by default.. idk..

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ArminC
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#4

Post by ArminC » 1 Year Ago

Bump?! (How I can make it off by default?)

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