new gun

Useless Stuffs, Spam ... etc
Post Reply
czirimbolo
Veteran Member
Veteran Member
Poland
Posts: 431
Joined: 1 Year Ago
Has thanked: 15 times
Been thanked: 1 time
Contact:

new gun

#1

Post by czirimbolo » 2 Months Ago

Hello, can someone convert this?

Code: Select all

/* AMX Mod X
*	Displacer Cannon (XV11382)
*
* http://aghl.ru/forum/ - Russian Half-Life and Adrenaline Gamer Community
*
* This file is provided as is (no warranties)
*/

#pragma semicolon 1
#pragma ctrlchar '\'

#include <amxmodx>
#include <amxmisc>
#include <engine>
#include <fakemeta>
#include <fakemeta_util>
#include <hamsandwich>
#include <xs>

#define PLUGIN "Displacer Cannon (XV11382)"
#define VERSION "1.1"
#define AUTHOR "KORD_12.7"// Fixed by Bim Bim Cay

#define BALL_CLASSNAME "displacer_ball"
#define BEAM_CLASSNAME "dispball_beam"

#define IsPlayer(%1) (1 <= %1 <= g_MaxPlayers)

enum 
{
	ANIM_IDLE1,
	ANIM_IDLE2,
	ANIM_SPINUP,
	ANIM_SPIN,
	ANIM_FIRE,
	ANIM_DRAW,
	ANIM_HOLSTER,
};

enum _:DISPLACER
{
	DISPLACER_ATTACK,
	Float: DISPLACER_IDLE,
	Float: DISPLACER_FIRE,
	
	DISPLACER_END
};

new const
W_MODEL[] = "models/w_displacer.mdl",
V_MODEL[] = "models/v_displacer.mdl",
P_MODEL[] = "models/p_displacer.mdl";

new const
SOUND_ERROR[] = "buttons/button11.wav",
SOUND_SPIN[] = "weapons/displacer_spin.wav",
SOUND_SPIN2[] = "weapons/displacer_spin2.wav",
SOUND_FIRE[] = "weapons/displacer_fire.wav",
SOUND_TELEPORT[] = "weapons/displacer_teleport.wav",
SOUND_TELEPORT_SELF[] = "weapons/displacer_self.wav";

new const
SPRITE_BLOOD[] = "sprites/blood.spr",
SPRITE_BLOOD2[] = "sprites/bloodspray.spr",
SPRITE_PLASMA[] = "sprites/plasma.spr",
SPRITE_RING[] = "sprites/displacer_ring.spr",
SPRITE_PORTAL[] = "sprites/exit1.spr";

new const
m_pPlayer = 41,
m_iDefaultAmmo = 51,
m_flNextPrimaryAttack = 46,
m_flNextSecondaryAttack = 47,
extraoffset_weapon = 4;

new 
m_iBlood[2],
m_Plasma,
m_DispRing,
m_ExitPortal;

new 
g_MaxPlayers,
g_Displacer[33][DISPLACER_END];

new
pcvar_displacer_ammo1,
pcvar_displacer_ammo2,
pcvar_displacer_firerate,
pcvar_dispball_damage,
pcvar_dispball_damage_radius,
pcvar_dispball_beam_chance,
pcvar_dispball_beam_damage,
pcvar_dispball_beam_radius,
pcvar_dispball_effect_radius;

public plugin_init() 
{
	register_plugin(PLUGIN, VERSION, AUTHOR);
	register_cvar("displacer_version", VERSION, FCVAR_SPONLY | FCVAR_SERVER | FCVAR_UNLOGGED);
	
	RegisterHam(Ham_Item_Deploy, "weapon_m249", "Displacer_Deploy", 1);
	RegisterHam(Ham_Item_PostFrame, "weapon_m249", "Displacer_PostFrame");
	RegisterHam(Ham_Weapon_PrimaryAttack, "weapon_m249", "Displacer_PrimaryAttack");
	
	register_think(BALL_CLASSNAME, "DispBall_Think");
	register_think(BEAM_CLASSNAME, "DispBeam_Think");
	register_touch(BALL_CLASSNAME, "*", "DispBall_Explode_Touch");
	register_forward(FM_UpdateClientData, "UpdateClientData_Post", 1);
	register_forward(FM_CmdStart, "fw_CmdStart");
	
	pcvar_displacer_ammo1 = register_cvar("xv_displacer_ammo1", "20");
	pcvar_displacer_ammo2 = register_cvar("xv_displacer_ammo2", "60");
	pcvar_displacer_firerate = register_cvar("xv_displacer_firerate", "2.5");
	pcvar_dispball_damage = register_cvar("xv_dispball_damage", "250.0");
	pcvar_dispball_damage_radius = register_cvar("xv_dispball_damage_radius", "300.0");
	pcvar_dispball_beam_chance = register_cvar("xv_dispball_beam_chance", "0.1");
	pcvar_dispball_beam_damage = register_cvar("xv_dispball_beam_damage", "30.0");
	pcvar_dispball_beam_radius = register_cvar("xv_dispball_beam_radius", "300.0");
	pcvar_dispball_effect_radius = register_cvar("xv_dispball_effect_radius", "1536.0");
	
	g_MaxPlayers = get_maxplayers();
}

public plugin_precache()
{
	m_iBlood[0] = precache_model(SPRITE_BLOOD);
	m_iBlood[1] = precache_model(SPRITE_BLOOD2);
	m_Plasma = precache_model(SPRITE_PLASMA);
	m_DispRing = precache_model(SPRITE_RING);
	m_ExitPortal = precache_model(SPRITE_PORTAL);
	
	precache_sound(SOUND_ERROR);
	precache_sound(SOUND_SPIN);
	precache_sound(SOUND_SPIN2);
	precache_sound(SOUND_FIRE);
	precache_sound(SOUND_TELEPORT);
	precache_sound(SOUND_TELEPORT_SELF);
	
	precache_model(W_MODEL);
	precache_model(V_MODEL);
	precache_model(P_MODEL);
}

public UpdateClientData_Post(id, sendweapons, CD_Handle)
{
	if (!is_user_alive(id) || get_user_weapon(id) != CSW_M249)
		return FMRES_IGNORED;

	set_cd(CD_Handle, CD_ID, 0);
	return FMRES_HANDLED;
}

public Displacer_Deploy(ent)
{
	new id = get_pdata_cbase(ent, m_pPlayer, extraoffset_weapon);
	
	set_pev(id, pev_viewmodel2, V_MODEL);
	set_pev(id, pev_weaponmodel2, P_MODEL);
	
	g_Displacer[id][DISPLACER_ATTACK] = 0;
	g_Displacer[id][DISPLACER_IDLE] = _:(halflife_time() + 1.1);
	
	UTIL_PlayWeaponAnimation(id, ANIM_DRAW);
	
	return HAM_IGNORED;
}

public Displacer_PostFrame(ent)
{
	static Float: time; time = halflife_time();
	static id; id = get_pdata_cbase(ent, m_pPlayer, extraoffset_weapon);
	
	if (g_Displacer[id][DISPLACER_ATTACK]  && g_Displacer[id][DISPLACER_FIRE] < time)
	{
		switch(g_Displacer[id][DISPLACER_ATTACK])
		{
			case 1:
			{
				DispBall_Spawn(id);
				emit_sound(id, CHAN_WEAPON, SOUND_FIRE, 0.9, ATTN_NORM, 0, PITCH_NORM);
				UTIL_PlayWeaponAnimation(id, ANIM_FIRE);
				set_pdata_int(ent, m_iDefaultAmmo, get_pdata_int(ent, m_iDefaultAmmo, extraoffset_weapon) - get_pcvar_num(pcvar_displacer_ammo1), extraoffset_weapon);
			}
			case 2:
			{
				new resp_ent, Teleport;
				if ((resp_ent = CanTeleport()))
				{
					if ((Teleport = DispBall_Spawn(id)))
					{
						DispBall_Teleport(id, resp_ent);
						set_pev(Teleport, pev_velocity, Float:{0.0, 0.0, 0.0});
						set_pdata_int(ent, m_iDefaultAmmo, get_pdata_int(ent, m_iDefaultAmmo, extraoffset_weapon) - get_pcvar_num(pcvar_displacer_ammo2), extraoffset_weapon);
					}
				}
				else
				{
					emit_sound(id, CHAN_WEAPON, SOUND_ERROR, VOL_NORM, ATTN_NORM, 0, PITCH_NORM);
					Displacer_SetNextAttack(ent, 1.0);
				}
				
			}
		}
		
		g_Displacer[id][DISPLACER_ATTACK] = 0;
	}
	
	if (g_Displacer[id][DISPLACER_IDLE] < time)
	{
		g_Displacer[id][DISPLACER_IDLE] = _:(time + 3.0);
		UTIL_PlayWeaponAnimation(id, (random_float(0.0, 1.0) <= 0.5) ? ANIM_IDLE1 : ANIM_IDLE2);
	}
	
	return HAM_IGNORED;
}

public Displacer_PrimaryAttack(ent)
{
	new id = get_pdata_cbase(ent, m_pPlayer, extraoffset_weapon);
	if (!Displacer_CanFire(id, ent, get_pcvar_num(pcvar_displacer_ammo1)))
		return HAM_SUPERCEDE;
	
	g_Displacer[id][DISPLACER_ATTACK] = 1;
	
	Displacer_SetNextAttack(ent, get_pcvar_float(pcvar_displacer_firerate));
	Displacer_SpinUp(id);
	
	return HAM_SUPERCEDE;
}

public fw_CmdStart(id, uc_handle, seed)
{
	if(!is_user_alive(id))
		return FMRES_IGNORED;
	if(get_user_weapon(id) != CSW_M249)
		return FMRES_IGNORED;

	static CurButton; CurButton = get_uc(uc_handle, UC_Buttons);
	static ent; ent = fm_get_user_weapon_entity(id, CSW_M249);
	if(!pev_valid(ent)) return FMRES_IGNORED;
	
	if(CurButton & IN_ATTACK2)
	{
		CurButton &= ~IN_ATTACK2;
		set_uc(uc_handle, UC_Buttons, CurButton);
		
		if(get_pdata_float(ent, m_flNextSecondaryAttack, extraoffset_weapon) > 0.0)
			return FMRES_IGNORED;
			
		if (!Displacer_CanFire(id, ent, get_pcvar_num(pcvar_displacer_ammo2)) || g_Displacer[id][DISPLACER_ATTACK])
			return FMRES_IGNORED;
		
		g_Displacer[id][DISPLACER_ATTACK] = 2;	
	
		Displacer_SetNextAttack(ent, get_pcvar_float(pcvar_displacer_firerate));
		Displacer_SpinUp(id);
	}
	
	return FMRES_IGNORED;
}

bool: Displacer_CanFire(id, ent, ammo)
{
	if (get_pdata_int(ent, m_iDefaultAmmo, extraoffset_weapon) < ammo)
	{
		emit_sound(id, CHAN_WEAPON, SOUND_ERROR, VOL_NORM, ATTN_NORM, 0, PITCH_NORM);
		Displacer_SetNextAttack(ent, 1.0);
		return false;
	}
	
	return true;
}

Displacer_SetNextAttack(ent, Float: time)
{
	set_pdata_float( ent, m_flNextPrimaryAttack, time, extraoffset_weapon);
	set_pdata_float( ent, m_flNextSecondaryAttack, time, extraoffset_weapon);
}

Displacer_SpinUp(id)
{
	new Float: NextIdle, Float: time = halflife_time();
	switch(g_Displacer[id][DISPLACER_ATTACK])
	{
		case 1: 
		{
			NextIdle = 2.2;
			emit_sound(id, CHAN_WEAPON, SOUND_SPIN, 0.9, ATTN_NORM, 0, PITCH_NORM);
		}
		case 2: 
		{
			NextIdle = 1.24;
			emit_sound(id, CHAN_WEAPON, SOUND_SPIN2, 0.9, ATTN_NORM, 0, PITCH_NORM);
		}
	}
	
	if (get_pcvar_float(pcvar_displacer_firerate) >= 1.14)
		g_Displacer[id][DISPLACER_FIRE] = _:(time + 1.14);
	
	g_Displacer[id][DISPLACER_IDLE] = _:(time + NextIdle);
	
	UTIL_PlayWeaponAnimation(id, ANIM_SPINUP);
}

DispBall_Spawn(id)
{	
	static AllocStringCached;
	if (!AllocStringCached)
	{
		AllocStringCached = engfunc(EngFunc_AllocString, "info_target");
	}
	
	new ent = engfunc(EngFunc_CreateNamedEntity, AllocStringCached);
	if(!pev_valid(ent)) return 0;
	
	set_pev(ent, pev_classname, BALL_CLASSNAME);
	
	new Float: origin[3];
	new Float: velocity[3];
	new Float: v_forward[3];
	new Float: v_right[3];
	new Float: v_up[3];
	
	GetGunPosition(id, origin);
	
	global_get(glb_v_forward, v_forward);
	global_get(glb_v_right, v_right);
	global_get(glb_v_up, v_up);
	
	//xs_vec_mul_scalar(v_forward, 29.0, v_forward)
	xs_vec_mul_scalar(v_right, 2.0, v_right);
	xs_vec_mul_scalar(v_up, -5.0, v_up);
	
	xs_vec_add(origin, v_forward, origin);
	xs_vec_add(origin, v_right, origin);
	xs_vec_add(origin, v_up, origin);
	
	set_pev(ent, pev_origin, origin);
	set_pev(ent, pev_owner, id);
	set_pev(ent, pev_dmg, get_pcvar_float(pcvar_dispball_damage));
	
	engfunc(EngFunc_SetModel, ent, SPRITE_PORTAL);
	engfunc(EngFunc_SetSize, ent, Float:{0.0, 0.0, 0.0} , Float:{0.0, 0.0, 0.0});
	
	set_pev(ent, pev_effects, pev(ent, pev_effects) | EF_LIGHT);
	set_rendering(ent, kRenderFxNone, 0, 0, 0, kRenderTransAdd, 255);
	
	velocity_by_aim(id, 500, velocity);
	set_pev(ent, pev_velocity, velocity);
	
	dllfunc(DLLFunc_Spawn, ent);
	
	set_pev(ent, pev_movetype, MOVETYPE_FLY);
	set_pev(ent, pev_solid, SOLID_BBOX);
	set_pev(ent, pev_scale, 5);
	set_pev(ent, pev_nextthink, get_gametime() + 0.1);
	
	return ent;
}

public DispBall_Think(ent)
{
	if (!pev_valid(ent)) 
		return;
	
	DispBall_Animate(ent);
	
	if (pev(ent, pev_iuser4))
	{
		DispBall_Remove(ent);
		return;
	}
	
	static Float: velocity[3];
	pev(ent, pev_velocity, velocity);
	
	if (!vector_length(velocity) || !IsInWorld(ent))
	{
		DispBall_Explode(ent);
		return;
	}
		
	static ptr, i, id, owner, beam;
	static Float: Dist;
	static Float: flFraction;
	static Float: origin[3];
	static Float: vecDir[3];
	static Float: vecEndPos[3];
	
	Dist = 1.00; ptr = create_tr2();
	
	static Float: beam_radius; beam_radius = get_pcvar_float(pcvar_dispball_beam_radius);
	static Float: beam_damage_max; beam_damage_max  = get_pcvar_float(pcvar_dispball_beam_damage);
	
	pev(ent, pev_origin, origin);
	
	while ((id = engfunc(EngFunc_FindEntityInSphere, id, origin, beam_radius)))
	{
		if (random_float(0.0, 1.0) <= get_pcvar_float(pcvar_dispball_beam_chance) && pev(id, pev_takedamage) && is_visible(id, ent) && id != (owner = pev(ent, pev_owner)))
		{
			static Float: target_origin[3]; pev(id, pev_origin, target_origin);
			static Float: beam_dist; beam_dist = get_distance_f(target_origin, origin);
			static Float: beam_dmg; beam_dmg = beam_damage_max - ( beam_damage_max / beam_radius ) * beam_dist;
			
			if (beam_dmg < 1.0) 
				continue;
			
			ExecuteHamB(Ham_TakeDamage, id, ent, owner, beam_dmg, DMG_ENERGYBEAM );
			
			if ((beam = BeamCreate(id, SPRITE_PLASMA, m_Plasma, 65.0)))
			{
				RelinkBeam(beam, origin, target_origin);
				
				BeamSetColor(beam, 255.0, 255.0, 255.0);
				BeamSetNoise(beam, 45);
				BeamSetBrightness(beam, 255.0);
				BeamSetScrollRate(beam, 35.0);
				BeamLiveForTime(beam, 0.1);
			}
		}
	}
	
	for (i = 0; i < 10; i++)
	{
		vecDir[0] = random_float(-1.0, 1.0);
		vecDir[1] = random_float(-1.0, 1.0);
		vecDir[2] = random_float(-1.0, 1.0);
		
		VecNormilize(vecDir, vecDir);
		xs_vec_mul_scalar(vecDir, get_pcvar_float(pcvar_dispball_effect_radius), vecDir);
		xs_vec_add(vecDir, origin, vecDir);
		
		engfunc(EngFunc_TraceLine, origin, vecDir, IGNORE_MONSTERS, ent, ptr);
		get_tr2(ptr, TR_flFraction, flFraction);
		
		if (Dist > flFraction)
		{  
			get_tr2(ptr, TR_vecEndPos, vecEndPos);
			Dist = flFraction;
		}
	}
	
	if (Dist < 1.0) 
	{
		if ((beam = BeamCreate(ent, SPRITE_PLASMA, m_Plasma, 30.0)))
		{
			RelinkBeam(beam, vecEndPos, origin);
			
			BeamSetColor(beam, 90.0, 170.0, 16.0);
			BeamSetNoise(beam, 65);
			BeamSetBrightness(beam, 255.0);
			BeamSetScrollRate(beam, 35.0);
			BeamLiveForTime(beam, 1.0);
		}
	}
	
	set_pev(ent, pev_nextthink, get_gametime() + 0.1);
	free_tr2(ptr);
}

public DispBeam_Think(ent)
{
	if (pev_valid(ent))
	{
		remove_entity(ent);
	}
}

public DispBall_Explode_Touch(ent, other)
{
	if (pev_valid(ent))
	{
		DispBall_Explode(ent, other);
	}
}

DispBall_Explode(ent, other = 0)
{	
	if (!pev(ent, pev_iuser3))
	{
		new Float: origin[3];
		pev(ent, pev_origin, origin);
		set_pev(ent, pev_iuser3, 1);
		
		UTIL_MakeBeamCylinder(origin, m_DispRing) ;
	}
	
	if (IsPlayer(other))
	{
		new resp_ent;
		if ((resp_ent = CanTeleport()))
			DispBall_Teleport(other, resp_ent);
	}
	
	set_pev(ent, pev_velocity, Float:{0.0, 0.0, 0.0});
	set_pev(ent, pev_iuser4, 1);
	set_pev(ent, pev_nextthink, get_gametime() + 0.6);
}

CanTeleport()
{
	new ent, alert, i;
	do
	{	
		for (i = random_num(1, 10); i > 0; i-- )
			ent = engfunc(EngFunc_FindEntityByString, ent, "classname", "info_player_deathmatch");
		
		if (alert ++ > 10) return 0;
	}
	while (!IsSpawnPointValid(ent));
	return ent;
}

DispBall_Teleport(id, resp_ent)
{
	new Float: origin[3], Float: angles[3];
	
	pev(resp_ent, pev_origin, origin);
	pev(resp_ent, pev_angles, angles);
	
	message_begin(MSG_BROADCAST, SVC_TEMPENTITY);
	write_byte(TE_SPRITE);
	engfunc(EngFunc_WriteCoord, origin[0]);
	engfunc(EngFunc_WriteCoord, origin[1]);
	engfunc(EngFunc_WriteCoord, origin[2]);
	write_short(m_ExitPortal);
	write_byte(10);
	write_byte(128);
	message_end();
	
	message_begin(MSG_BROADCAST, SVC_TEMPENTITY);
	write_byte(TE_DLIGHT);
	engfunc(EngFunc_WriteCoord, origin[0]);
	engfunc(EngFunc_WriteCoord, origin[1]);
	engfunc(EngFunc_WriteCoord, origin[2]);
	write_byte(20) ;
	write_byte(90); // red
	write_byte(170); // green
	write_byte(16); // blue
	write_byte(255);
	write_byte(5);
	write_byte(1);
	message_end();
	
	emit_sound(resp_ent, CHAN_WEAPON, SOUND_TELEPORT_SELF, 1.0, ATTN_NORM, 0, PITCH_NORM);
	
	set_pev(id, pev_velocity, Float:{0.0, 0.0, 0.0});
	set_pev(id, pev_basevelocity, Float:{0.0, 0.0, 0.0});
	
	set_pev(id, pev_origin, origin);
	set_pev(id, pev_angles, angles);
	set_pev(id, pev_fixangle, true);
}

bool: IsSpawnPointValid(const resp_ent)
{
	new ent = FM_NULLENT; 
	new Float: origin[3];
	pev(resp_ent, pev_origin, origin);
	
	while((ent= engfunc(EngFunc_FindEntityInSphere, ent, origin, 10.0)))
	{
		return IsPlayer(ent) ? false : true;
	}
	return false;
}

DispBall_Remove(const ent)
{	
	new Float: origin[3]; pev(ent, pev_origin, origin);
	UTIL_RadiusDamage(origin, ent, pev(ent, pev_owner), float(pev(ent, pev_dmg)), get_pcvar_float(pcvar_dispball_damage_radius), 0, DMG_ENERGYBEAM);
	emit_sound(ent, CHAN_VOICE, SOUND_TELEPORT, 0.9, ATTN_NORM, 0, PITCH_NORM);
	
	remove_entity(ent);
}

DispBall_Animate(const ent)
{
	entity_set_float(ent, EV_FL_frame, entity_get_float(ent, EV_FL_frame) + 10.0);
		
	if (entity_get_float(ent, EV_FL_frame) > 24)
		entity_set_float(ent, EV_FL_frame, 0.0);
}

stock GetGunPosition(const player, Float:origin[3] )
{
	new Float:viewOfs[3];
	
	pev(player, pev_origin, origin);
	pev(player, pev_view_ofs, viewOfs);
    
	xs_vec_add( origin, viewOfs, origin);
}

stock VecNormilize(Float: in[3], Float: out[3])
{
	static Float: vlen;
	
	vlen = vector_length(in);
	vlen = 1/vlen;
	
	out[0] *= vlen;
	out[1] *= vlen;
	out[2] *= vlen;
}

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_MakeBlood(const Float:vTraceEnd[3], const Float:Damage, const hitEnt) 
{
	new bloodColor = ExecuteHam(Ham_BloodColor, hitEnt);
	if (bloodColor == -1) return;

	new amount = floatround(Damage); amount *= 2;

	message_begin(MSG_BROADCAST, SVC_TEMPENTITY);
	write_byte(TE_BLOODSPRITE);
	engfunc(EngFunc_WriteCoord, vTraceEnd[0]);
	engfunc(EngFunc_WriteCoord, vTraceEnd[1]);
	engfunc(EngFunc_WriteCoord, vTraceEnd[2]);
	write_short(m_iBlood[1]);
	write_short(m_iBlood[0]);
	write_byte(bloodColor);
	write_byte(min(max(3, amount/10), 16));
	message_end();
}

stock UTIL_MakeBeamCylinder(const Float:origin[3], const m_Sprite) 
{
	message_begin(MSG_BROADCAST, SVC_TEMPENTITY);
	write_byte(TE_BEAMCYLINDER);
	engfunc(EngFunc_WriteCoord, origin[0]);
	engfunc(EngFunc_WriteCoord, origin[1]);
	engfunc(EngFunc_WriteCoord, origin[2]);
	engfunc(EngFunc_WriteCoord, origin[0]);
	engfunc(EngFunc_WriteCoord, origin[1]);
	engfunc(EngFunc_WriteCoord, origin[2] + 800.0) ;
	write_short(m_Sprite) ;
	write_byte(0);
	write_byte(10);
	write_byte(3); 
	write_byte(20); 
	write_byte(0); 
	write_byte(255);
	write_byte(255);
	write_byte(255);
	write_byte(255);
	write_byte(0);
	message_end();
}

stock UTIL_RadiusDamage(Float:vecSrc[3], iInflictor, iAttacker=0, Float:flDamage, Float:flRadius=0.0, iClassIgnore = 0, bitsDamageType)
{
	new pEntity = FM_NULLENT;
	new tr = create_tr2();
	new Float:flAdjustedDamage, Float:falloff;
	new Float:vecSpot[3];

	if ( flRadius )
	{
		falloff = flDamage / flRadius;
	}
	else
	{
		falloff = 1.0;
	}

	new bool: bInWater = (engfunc(EngFunc_PointContents, vecSrc) == CONTENTS_WATER);

	vecSrc[2] += 1.0; // in case grenade is lying on the ground

	if ( !iAttacker )
	{
		iAttacker = iInflictor;
	}

	// iterate on all entities in the vicinity.
	new Float:flTakeDamage, Float:flFraction, Float:vecEndPos[3], Float:vecViewOfs[3];
	while ((pEntity = engfunc(EngFunc_FindEntityInSphere, pEntity, vecSrc, flRadius)) )
	{
		if (!is_visible(pEntity, iInflictor))
		{
			continue;
		}
		
		pev(pEntity, pev_takedamage, flTakeDamage);
		if ( flTakeDamage != DAMAGE_NO )
		{
			if ( iClassIgnore != 0 && ExecuteHamB(Ham_Classify, pEntity) == iClassIgnore )
			{
				continue;
			}

			if( bInWater )
			{
				if( !pev(pEntity, pev_waterlevel) )
				{
					continue;
				}
			}
			else if( pev(pEntity, pev_waterlevel) == 3 )
			{
				continue;
			}
			
			pev(pEntity, pev_origin, vecSpot);
			if( ExecuteHamB(Ham_IsPlayer, pEntity) )
			{
				pev(pEntity, pev_view_ofs, vecViewOfs);
				xs_vec_add(vecSpot, vecViewOfs, vecSpot);
			}

			engfunc(EngFunc_TraceLine, vecSrc, vecSpot, false, iInflictor, tr );			
			get_tr2(tr, TR_flFraction, flFraction);
			
			if (get_tr2(tr, TR_StartSolid))
			{
				flFraction = 0.0;
				flAdjustedDamage = flDamage;
			}
			else
			{
				get_tr2(tr, TR_vecEndPos, vecEndPos);
				xs_vec_sub(vecSrc, vecEndPos, vecEndPos);
				flAdjustedDamage = vector_length(vecEndPos) * falloff;
				flAdjustedDamage = flDamage - flAdjustedDamage;
			}

			if ( flAdjustedDamage < 0.0 )
			{
				flAdjustedDamage = 0.0;
			}
			
			if (flFraction != 1.0)
			{
				switch( get_tr2(tr, TR_iHitgroup) )
				{
					case HIT_HEAD:
					{
						flAdjustedDamage *= 4.0;
					}
					case HIT_STOMACH:
					{
						flAdjustedDamage *= 1.25;
					}
					case HIT_LEFTLEG, HIT_RIGHTLEG:
					{
						flAdjustedDamage *= 0.75;
					}
				}
			}
				
			UTIL_MakeBlood(vecSpot, flAdjustedDamage, pEntity); 
			ExecuteHamB(Ham_TakeDamage, pEntity, iInflictor, iAttacker, flAdjustedDamage, bitsDamageType);
		}
	}
	
	free_tr2(tr);
}

//*************************************
//* Manage Beam                       *
//*************************************

BeamCreate(const endIndex, const pSpriteName[], const spriteIndex, const Float: width)
{
	static AllocStringCached;
	if (!AllocStringCached)
	{
		AllocStringCached = engfunc(EngFunc_AllocString, "beam");
	}
	
	static ent;
	if (!(ent = engfunc(EngFunc_CreateNamedEntity, AllocStringCached))) 
		return 0;
		
	set_pev(ent, pev_classname, BEAM_CLASSNAME);	
	
	set_pev(ent, pev_flags, pev(ent, pev_flags) | FL_CUSTOMENTITY);
	
	BeamSetFrame(ent, 0);
	
	set_pev(ent, pev_model, pSpriteName);
	
	BeamSetTexture(ent, spriteIndex);
	BeamSetWidth(ent, width);
	
	set_pev(ent, pev_skin, endIndex);
	set_pev(ent, pev_sequence, 0);
	set_pev(ent, pev_rendermode, 1);
	
	DispatchSpawn(ent);
	
	return ent;
}

RelinkBeam(const beam, const Float: startPos[3], const Float: endPos[3])
{
	static Float: mins[3], Float: maxs[3];
	
	mins[0] = floatmin(startPos[0], endPos[0]);
	mins[1] = floatmin(startPos[1], endPos[1]);
	mins[2] = floatmin(startPos[2], endPos[2]);
	
	maxs[0] = floatmax(startPos[0], endPos[0]);
	maxs[1] = floatmax(startPos[1], endPos[1]);
	maxs[2] = floatmax(startPos[2], endPos[2]);
	
	xs_vec_sub(mins, startPos, mins);
	xs_vec_sub(maxs, startPos, maxs);
	
	set_pev(beam, pev_mins, mins);
	set_pev(beam, pev_maxs, maxs);
	
	engfunc(EngFunc_SetSize, beam, mins, maxs);
	engfunc(EngFunc_SetOrigin, beam, startPos);
}

BeamLiveForTime(const ent, const Float: time)
{
	set_pev(ent, pev_nextthink, halflife_time() + time);
}

BeamSetColor(const ent, const Float: red, const Float: green, const Float: blue)
{
	static Float: rgb[3];
	
	rgb[0] = red;
	rgb[1] = green;
	rgb[2] = blue;
	
	set_pev(ent, pev_rendercolor, rgb);
}

BeamSetBrightness(const ent, const Float: brightness)
{
	set_pev(ent, pev_renderamt, brightness);
}

BeamSetNoise(const ent, const noise)
{
	set_pev(ent, pev_body, noise);
}

BeamSetFrame(const ent, const frame)
{
	set_pev(ent, pev_frame, frame);
}

BeamSetScrollRate(const ent, const Float: speed)
{
	set_pev(ent, pev_animtime, speed);
}

BeamSetTexture(const ent, const spriteIndex)
{
	set_pev(ent, pev_modelindex, spriteIndex);
}

BeamSetWidth(const ent, const Float: width)
{
	set_pev(ent, pev_scale, width);
}
Image

User avatar
SexY DeviL CJ
Mod Tester
Mod Tester
Posts: 71
Joined: 10 Months Ago
Has thanked: 1 time
Been thanked: 10 times
Contact:

#2

Post by SexY DeviL CJ » 2 Months Ago

Hello czirimbolo bro try converting yourself :D in that way you can help your self even you could give new extras the tutorials are short and simple try learning them i am on mobile or else i would edited it
......Devil Was Here......

czirimbolo
Veteran Member
Veteran Member
Poland
Posts: 431
Joined: 1 Year Ago
Has thanked: 15 times
Been thanked: 1 time
Contact:

#3

Post by czirimbolo » 2 Months Ago

I tried to covnert couple of guns but without success. I would like to learn it, but need someone who can help me with that. Anyway I saw that tutorials
Image

User avatar
Jack GamePlay
Mod Developer
Mod Developer
Egypt
Posts: 501
Joined: 1 Year Ago
Location: Egypt
Has thanked: 31 times
Been thanked: 39 times
Age: 18
Contact:

#4

Post by Jack GamePlay » 2 Months Ago

czirimbolo wrote:
2 Months Ago
I tried to covnert couple of guns but without success. I would like to learn it, but need someone who can help me with that. Anyway I saw that tutorials
Your gun's problem that it is not made for a specific mod & it does not have a specific command by it we can get the gun, it just requires editing the whole code.
By the way, you can post what you did & we will help.
Image

User avatar
Mark
Senior Member
Senior Member
United States of America
Posts: 257
Joined: 2 Months Ago
Location: Des Moines/USA
Donation: 1x donated in total €10.00
Has thanked: 6 times
Been thanked: 19 times
Age: 33
Contact:

#5

Post by Mark » 2 Months Ago

Was this even made for Zombies? Im not seeing anything in the code that says it is.

User avatar
Raheem
Mod Developer
Mod Developer
Egypt
Posts: 1703
Joined: 1 Year Ago
Location: Egypt
Has thanked: 28 times
Been thanked: 75 times
Age: 20
Contact:

#6

Post by Raheem » 2 Months Ago

Duplicate: viewtopic.php?f=17&t=3322?
RapidFlush wrote:
2 Months Ago
Was this even made for Zombies? Im not seeing anything in the code that says it is.
It's for Half-Life and it's related Mods, check: https://forums.alliedmods.net/showthread.php?t=162622
You don't know? Learn and you will know.

czirimbolo
Veteran Member
Veteran Member
Poland
Posts: 431
Joined: 1 Year Ago
Has thanked: 15 times
Been thanked: 1 time
Contact:

#7

Post by czirimbolo » 2 Months Ago

Ok just trash it
Image

Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest