Request conversion of a cool plugin
Request conversion of a cool plugin
https://forums.alliedmods.net/showthrea ... 59?t=93659 The snark infector would be a cool idea ..since zombies are mostly offended by the humans due to thier extra items
LOL
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you want to convert this extra item right ?Rain1153 wrote: ↑5 years ago https://forums.alliedmods.net/showthrea ... 59?t=93659 The snark infector would be a cool idea ..since zombies are mostly offended by the humans due to thier extra items
Nobody Is That Busy If They Make Time
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- Veteran Member
- Posts: 678
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i convert it to ze but it's showing some kind of error of float or invalid symbol
AMX Mod X Compiler 1.8.3-dev+5123
Copyright (c) 1997-2006 ITB CompuPhase
Copyright (c) 2004-2013 AMX Mod X Team
Error: Invalid symbol name "" on line 146
Error: Invalid symbol name "" on line 147
Warning: Redefinition of constant/macro (symbol "") on line 147
Error: Invalid symbol name "" on line 149
Warning: Redefinition of constant/macro (symbol "") on line 149
Warning: Tag mismatch on line 488
Warning: Tag mismatch on line 501
Warning: Tag mismatch on line 515
Warning: Tag mismatch on line 521
3 Errors.
Could not locate output file D:\My old windows 8 things\amxmodx\Compiler v 1.8.3\Untitled.amx (compile failed).
Code: Select all
/* - - - - - - - - - - -
AMX Mod X script.
| Author : Arkshine
| Plugin : WPN Squeak Grenade
| Version : v1.0.6 - without WM.
(!) Support : http://forums.alliedmods.net/showthread.php?t=93659
(!) Version without WeaponMod required and for Zombie Plague.
This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the
Free Software Foundation; either version 2 of the License, or (at
your option) any later version.
This program is distributed in the hope that it will be useful, but
WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software Foundation,
Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Description :
- - - - - - -
Basically, it's almost the same weapon that you can see in Half-life 1.
Snarks are small, red, and bulbous, with a large (in relation to body porportion)
single green eye and a large pincer-like mandible. Snarks are normally calm creatures
that show little signs of intelligence, but if they see any living creature other
than another Snark, they immediately begin to attack it. They attack aggressively,
persistently, and erratically, leaping and biting at their target.
A full description can be found here : http://half-life.wikia.com/wiki/Snark .
Requirement :
- - - - - - -
* CS 1.6 / CZ.
* AMX Mod X 1.8.x or higher.
Changelog :
- - - - - -
v1.0.6 : [ 11 jul 2009 ]
(+) Initial release.
Credits :
- - - - -
* HLSDK
* DevconeS
* VEN
* Sproily ( Alternative models )
- - - - - - - - - - - */
#include <amxmodx>
#include <fakemeta>
#include <cstrike>
#include <hamsandwich>
#include <engine>
#include <fun>
#include <zombie_escape>
#define Plugin "[ZP] Extra: Squeak Grenade"
#define Version "1.0.6-wwm"
#define Author "Arkshine"
// --| Comment if you want to use the default model from valve.
#define ALTERNATIVE_MODEL
// --| Snark trail.
#define TRAIL_LIFE 40 // Life
#define TRAIL_WIDTH 4 // Width
#define TRAIL_RED 10 // Red
#define TRAIL_GREEN 224 // Red
#define TRAIL_BLUE 10 // Green
#define TRAIL_BRIGTHNESS 200 // Blue
/* - - -
| WEAPON MODELS |
- - - */
#if !defined ALTERNATIVE_MODEL
new const gModel_P[] = "models/p_squeak.mdl";
new const gModel_V[] = "models/v_squeak.mdl";
#else
new const gModel_P[] = "models/p_alt_squeak.mdl";
new const gModel_V[] = "models/v_alt_squeak_gflip.mdl";
#endif
/* - - -
| SNARK SOUNDS |
- - - */
new const gSnarkHunt1Sound [] = "squeek/sqk_hunt1.wav";
new const gSnarkHunt2Sound [] = "squeek/sqk_hunt2.wav";
new const gSnarkHunt3Sound [] = "squeek/sqk_hunt3.wav";
new const gSnarkDieSound [] = "squeek/sqk_die1.wav";
new const gSnarkAttackSound [] = "squeek/sqk_deploy1.wav";
new const gSnarkBlastSound [] = "weapons/sqk_blast2.wav";
new const gSnarkBodySplatSound[] = "common/bodysplat.wav";
/* - - -
| SNARK MODEL |
- - - */
new
#if !defined ALTERNATIVE_MODEL
gSnarkModel[] = "models/w_squeak.mdl";
#else
gSnarkModel[] = "models/w_alt_squeak.mdl";
#endif
/* - - -
| SEQUENCE |
- - - */
enum
{
wsqueak_idle1,
wsqueak_fidget,
wsqueak_jump,
wsqueak_run
};
enum
{
squeak_idle1,
squeak_fidgetfit,
squeak_fidgetnip,
squeak_down,
squeak_up,
squeak_throw
};
/* - -
| CONSTANTS |
- - */
const BLOOD_COLOR_RED = 247;
const BLOOD_COLOR_YELLOW = 195;
const MAX_CLIENTS = 32;
const MAX_KNIFE_MODEL_LENGTH = 128;
const NONE = -1;
const NULL_ENT = 0;
enum _:Coord_e
{
Float:x,
Float:y,
Float:z
};
enum _:Angle_e
{
Float:Pitch,
Float:Yaw,
Float:Roll
};
enum
{
HuntThink = 1,
SuperBounceTouch,
RemoveSnark
};
new const Float:gHullMin [ Coord_e ] = { -16.0, -16.0, -36.0 };
new const Float:gDuckHullMin[ Coord_e ] = { -16.0, -16.0, -18.0 };
new const gWeaponCommand [] = "weapon_hegrenade";
new const gWeaponIndex = CSW_HEGRENADE;
new const gGenericEntity [] = "info_target";
new const gSnarkClassName[] = "wpn_snark";
/* - - - -
| PLAYER/WEAPON OFFSETS |
- - - - */
const m_flNextAttack = 83 // Player.
const m_pActiveWeapon = 373; // Player.
const m_pPlayer = 41; // Weapon.
const m_flNextPrimaryAttack = 46; // Weapon.
/* - - -
| CUSTOM FIELD |
- - - */
#define pev_NextHunt pev_fuser1
#define pev_NextBounceSoundTime pev_fuser2
#define pev_NextHit pev_fuser3
#define pev_NextAttack pev_fuser4
#define pev_DetonateDelay pev_ltime
#define pev_RealOwner pev_iuser1
#define pev_Remove pev_iuser2
#define pev_EnemyTarget pev_vuser1
#define pev_PosPrev pev_vuser2
/* - - -
| CVAR POINTER |
- - - */
new pCvarAmmo;
new pCvarRefireRate;
new pCvarHealth;
new pCvarVelocity;
new pCvarDamagePop;
new pCvarDamageRadius;
new pCvarGravity;
new pCvarFriction;
new pCvarDetonateDelay;
new pCvarFieldOfView;
new pCvarShowTrail;
/* - - - -
| SPRITES/MODELS INDEX |
- - - - */
new gBloodSpray;
new gBloodDrop;
new gSmokeTrail;
/* - - - -
| OTHERS STUFFS |
- - - */
new bool:gHasSnark [ MAX_CLIENTS + 1 char ];
new bool:gWeaponActive[ MAX_CLIENTS + 1 char ];
new bool:gJustThrown [ MAX_CLIENTS + 1 char ];
new Float:gNextShot [ MAX_CLIENTS + 1 ];
new Float:gTimeWeaponIdle[ MAX_CLIENTS + 1 ];
new gPlayerAmmo[ MAX_CLIENTS + 1 char ];
new const gSnarkHealthReference = 10000;
new gSnarkClassNameReference;
new gMaxEntities;
new gMaxClients;
new gMsgidAmmoX;
new g_iItemID
/* - -
| MACROS |
- - */
#define VectorSubtract(%1,%2,%3) ( %3[ x ] = %1[ x ] - %2[ x ], %3[ y ] = %1[ y ] - %2[ y ], %3[ z ] = %1[ z ] - %2[ z ] )
#define VectorAdd(%1,%2,%3) ( %3[ x ] = %1[ x ] + %2[ x ], %3[ y ] = %1[ y ] + %2[ y ], %3[ z ] = %1[ z ] + %2[ z ] )
#define VectorCopy(%1,%2) ( %2[ x ] = %1[ x ], %2[ y ] = %1[ y ], %2[ z ] = %1[ z ] )
#define VectorScale(%1,%2,%3) ( %3[ x ] = %2 * %1[ x ], %3[ y ] = %2 * %1[ y ], %3[ z ] = %2 * %1[ z ] )
#define VectorMA(%1,%2,%3,%4) ( %4[ x ] = %1[ x ] + %2 * %3[ x ], %4[ y ] = %1[ y ] + %2 * %3[ y ], %4[ z ] = %1[ z ] + %2 * %3[ z ] )
#define VectorMS(%1,%2,%3,%4) ( %4[ x ] = %1[ x ] - %2 * %3[ x ], %4[ y ] = %1[ y ] - %2 * %3[ y ], %4[ z ] = %1[ z ] - %2 * %3[ z ] )
#define VectorLength(%1) ( floatsqroot ( %1[ x ] * %1[ x ] + %1[ y ] * %1[ y ] + %1[ z ] * %1[ z ] ) )
#define VectorEqual(%1,%2) ( %1[ x ] == %2[ x ] && %1[ y ] == %2[ y ] && %1[ z ] == %2[ z ] )
#define DotProduct(%1,%2) ( %1[ x ] * %2[ x ]+ %1[ y ] * %2[ y ] + %1[ z ] * %2[ z ] )
#define message_begin_f(%1,%2,%3) ( engfunc ( EngFunc_MessageBegin, %1, %2, %3 ) )
#define write_coord_f(%1) ( engfunc ( EngFunc_WriteCoord, %1 ) )
public plugin_precache ()
{
// --| Weapon models.
precache_model( gModel_P );
precache_model( gModel_V );
// --| Snark model.
precache_model( gSnarkModel );
// --| Snark sounds.
precache_sound( gSnarkBlastSound );
precache_sound( gSnarkBodySplatSound );
precache_sound( gSnarkDieSound );
precache_sound( gSnarkHunt1Sound );
precache_sound( gSnarkHunt2Sound );
precache_sound( gSnarkHunt3Sound );
precache_sound( gSnarkAttackSound );
gBloodSpray = precache_model( "sprites/bloodspray.spr" ); // initial blood
gBloodDrop = precache_model( "sprites/blood.spr" ); // splattered blood
}
public plugin_init ()
{
register_plugin( Plugin, Version, Author );
register_cvar( "zp_snark_version", Version, FCVAR_SERVER | FCVAR_SPONLY );
g_iItemID = ze_register_item("Snark Infector", 10, 0)
pCvarAmmo = register_cvar( "wpn_sg_ammo" , "5" );
pCvarRefireRate = register_cvar( "wpn_sg_refire_rate" , "0.3" );
pCvarHealth = register_cvar( "wpn_sg_health" , "10" );
pCvarVelocity = register_cvar( "wpn_sg_velocity" , "200" );
pCvarDamagePop = register_cvar( "wpn_sg_damage_pop" , "6" );
pCvarDamageRadius = register_cvar( "wpn_sg_damage_radius" , "15" );
pCvarGravity = register_cvar( "wpn_sg_gravity" , "0.5" );
pCvarFriction = register_cvar( "wpn_sg_friction" , "0.5" );
pCvarDetonateDelay = register_cvar( "wpn_sg_detonate_delay" , "15" );
pCvarFieldOfView = register_cvar( "wpn_sg_fov" , "0" );
pCvarShowTrail = register_cvar( "wpn_sg_show_trail" , "1" );
RegisterHam( Ham_Item_Deploy , gWeaponCommand, "CSqueak_Deploy", 1 );
RegisterHam( Ham_Item_Holster, gWeaponCommand, "CSqueak_Holster", 1 );
RegisterHam( Ham_TakeDamage, gGenericEntity, "CSqueak_TakeDamage", 1 );
register_forward( FM_CmdStart, "CSqueak_HookButtons" );
register_forward( FM_PlayerPreThink, "CSqueak_WeaponIdle" );
register_think( gSnarkClassName, "CSqueak_HuntThink" );
register_touch( gSnarkClassName, "*", "CSqueak_SuperBounceTouch" );
// register_clcmd( "say test", "CSqueak_GiveWeapon" );
gMaxEntities = global_get( glb_maxEntities );
gMaxClients = global_get( glb_maxClients );
gSnarkClassNameReference = engfunc( EngFunc_AllocString, gSnarkClassName );
gMsgidAmmoX = get_user_msgid( "AmmoX" );
if ( get_pcvar_num( pCvarShowTrail ) )
{
gSmokeTrail = engfunc( EngFunc_PrecacheModel, "sprites/smoke.spr" );
}
}
public ze_select_item_pre(id, itemid)
{
// This not our item?
if (itemid != g_iItemID)
return ZE_ITEM_AVAILABLE
// Available for Humans only, So don't show it for zombies
if (ze_is_user_zombie(id))
return ZE_ITEM_DONT_SHOW
// Finally return that it's available
return ZE_ITEM_AVAILABLE
}
public ze_select_item_post(Player, itemid)
{
// This is not our item, Block it here and don't execute the blew code
if (itemid != g_iItemID)
return
CSqueak_GiveWeapon ( Player );
}
public ze_roundend ( WinTeam )
{
new Snark = -1;
while ( ( Snark = find_ent_by_class( Snark, gSnarkClassName ) ) != NULL_ENT )
{
CSqueak_Killed ( Snark, 0, true );
}
for ( new Player = 1; Player <= gMaxClients; Player++ )
{
CheckAndRemoveWeapon ( Player );
}
}
stock CheckAndRemoveWeapon ( const Player )
{
if ( user_has_weapon( Player, gWeaponIndex ) )
{
RemoveWeapon ( Player, get_user_weapon( Player ) == gWeaponIndex ?
get_pdata_cbase( Player, m_pActiveWeapon ) :
find_ent_by_owner ( -1, gWeaponCommand, Player ) );
}
}
public client_connect ( Player )
{
gHasSnark { Player } = false;
gWeaponActive{ Player } = false;
gJustThrown { Player } = false;
gPlayerAmmo { Player } = get_pcvar_num( pCvarAmmo );
}
public CSqueak_GiveWeapon( const Player )
{
gHasSnark{ Player } = true;
gPlayerAmmo{ Player } = get_pcvar_num( pCvarAmmo );
give_item( Player, gWeaponCommand );
engclient_cmd( Player, gWeaponCommand );
}
public CSqueak_PrimaryAttack ( const Player )
{
static Float:VAngle [ Angle_e ];
static Float:Origin [ Coord_e ];
static Float:TraceOrigin[ Coord_e ];
static Float:Forward [ Coord_e ];
static Float:Start [ Coord_e ];
static Float:End [ Coord_e ];
static Float:EndPos [ Coord_e ];
static Float:Velocity [ Coord_e ];
static Float:Fraction;
if ( gPlayerAmmo{ Player } )
{
if ( pev( Player, pev_waterlevel ) >= 3 )
{
emit_sound( Player, CHAN_WEAPON, gSnarkDieSound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM + 5 );
gNextShot[ Player ] = get_gametime() + get_pcvar_float( pCvarRefireRate );
return PLUGIN_HANDLED;
}
pev( Player, pev_origin, Origin );
pev( Player, pev_v_angle, VAngle );
pev( Player, pev_velocity, Velocity );
engfunc( EngFunc_MakeVectors, VAngle );
VectorCopy( Origin, TraceOrigin );
if ( pev( Player, pev_flags ) & FL_DUCKING )
{
TraceOrigin[ x ] = TraceOrigin[ x ] - ( gHullMin[ x ] - gDuckHullMin[ x ] );
TraceOrigin[ y ] = TraceOrigin[ y ] - ( gHullMin[ y ] - gDuckHullMin[ y ] );
TraceOrigin[ z ] = TraceOrigin[ z ] - ( gHullMin[ z ] - gDuckHullMin[ z ] );
}
global_get( glb_v_forward, Forward );
VectorMA ( TraceOrigin, 20.0, Forward, Start );
VectorMA ( TraceOrigin, 64.0, Forward, End );
engfunc( EngFunc_TraceLine, Start, End, DONT_IGNORE_MONSTERS, NULL_ENT, 0 );
get_tr2( 0, TR_Fraction, Fraction );
get_tr2( 0, TR_vecEndPos, EndPos );
if ( !get_tr2( 0, TR_AllSolid ) && !get_tr2( 0, TR_StartSolid ) && Fraction > 0.25 )
{
// --| Play the throw animation.
UTIL_PlayWeaponAnimation ( Player, squeak_throw );
// --| player "shoot" animation
//
VectorMA ( Velocity, get_pcvar_float( pCvarVelocity ), Forward, Velocity );
if ( CSqueak_Create ( Player, EndPos, VAngle, Velocity ) )
{
new Float:CurrentTime = get_gametime();
switch ( random_num( 0, 2 ) )
{
case 0: emit_sound( Player, CHAN_WEAPON, gSnarkHunt1Sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM );
case 1: emit_sound( Player, CHAN_WEAPON, gSnarkHunt2Sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM );
case 2: emit_sound( Player, CHAN_WEAPON, gSnarkHunt3Sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM );
}
gPlayerAmmo{ Player }--;
gJustThrown{ Player } = true;
UpdateHud ( Player );
gNextShot[ Player ] = CurrentTime + get_pcvar_float( pCvarRefireRate );
gTimeWeaponIdle[ Player ] = CurrentTime + 1.0;
return PLUGIN_CONTINUE;
}
}
}
return PLUGIN_HANDLED;
}
public CSqueak_Deploy ( const Weapon )
{
// --| Get the knife's owner index.
new Player = get_pdata_cbase( Weapon, m_pPlayer, 4 );
if ( Player && gHasSnark{ Player } )
{
// --| Change knife to snark weapon.
ChangeWeaponToSnark ( Player );
// --| Play the deploy animation.
UTIL_PlayWeaponAnimation ( Player, squeak_up );
emit_sound ( Weapon, CHAN_VOICE , random_float ( 0.0, 1.0 ) <= 0.5 ? gSnarkHunt2Sound : gSnarkHunt3Sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM );
// --| Block the primary attack.
set_pdata_float( Weapon, m_flNextPrimaryAttack, 9999.0, 4 );
set_pdata_float( Player, m_flNextAttack, 9999.0 );
// --| Update Ammo on HUD.
UpdateHud ( Player );
// --| We are holding the weapon.
gWeaponActive{ Player } = true;
}
}
public CSqueak_Holster ( const Weapon )
{
// --| Get the knife's owner index.
new Player = get_pdata_cbase( Weapon, m_pPlayer, 4 );
if ( Player && gHasSnark{ Player } && gWeaponActive{ Player } )
{
// --| We are not holding the weapon anymore.
gWeaponActive{ Player } = false;
set_pdata_float( Player, m_flNextAttack, get_gametime() + 0.5 );
if ( !gPlayerAmmo{ Player } && user_has_weapon( Player, gWeaponIndex ) )
{
RemoveWeapon ( Player, get_pdata_cbase( Player, m_pActiveWeapon ) );
}
else
{
// --| Play the holster animation.
UTIL_PlayWeaponAnimation ( Player, squeak_down );
emit_sound( Player, CHAN_WEAPON, "common/null.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM );
}
}
}
public CSqueak_Killed ( const Snark, const Killer, const bool:ShouldGib )
{
new Float:Direction[ Coord_e ];
new Float:Origin [ Coord_e ];
pev( Snark, pev_origin, Origin );
set_pev( Snark, pev_model, 0 );
set_pev( Snark, pev_Remove, RemoveSnark );
set_pev( Snark, pev_DetonateDelay, get_gametime() + 0.1 );
set_pev( Snark, pev_takedamage, DAMAGE_NO );
emit_sound( Snark, CHAN_ITEM, gSnarkBlastSound, VOL_NORM, ATTN_NORM / 2, 0, PITCH_NORM );
emit_sound( Snark, CHAN_VOICE, gSnarkBodySplatSound, 0.75, ATTN_NORM, 0, PITCH_NORM * 2 );
UTIL_RandomBloodVector( Direction );
FX_BloodDrips ( Origin, BLOOD_COLOR_YELLOW, .Amount = 60 );
FX_StreakSplash ( Origin, Direction, .Color = 5, .Count = 16, .Speed = 50, .VelocityRange = 200 );
UTIL_RadiusDamage ( Origin, Snark, pev( Snark, pev_RealOwner ), get_pcvar_float( pCvarDamagePop ), get_pcvar_float( pCvarDamageRadius ), DMG_BLAST );
}
/* public CZombie_Killed ( const Zombie, const Human, const bool:ShouldGid )
{
if ( zp_get_user_zombie( Zombie ) && gHasSnark{ Zombie } )
{
}
} */
public CSqueak_TakeDamage ( const Snark, const Inflictor, const Attacker, const Float:Damage, const DamageBits )
{
if ( is_valid_ent( Snark ) && pev( Snark, pev_groupinfo ) == gSnarkClassNameReference )
{
if ( pev( Snark, pev_health ) - gSnarkHealthReference <= 0 )
{
CSqueak_Killed ( Snark, Attacker, .ShouldGib = true );
}
}
}
public CSqueak_HookButtons ( const Player, const UC_Handle, const Seed )
{
static Float:CurrentTime;
static Buttons;
if ( gHasSnark{ Player } && gWeaponActive{ Player } && ( Buttons = get_uc( UC_Handle, UC_Buttons ) ) & IN_ATTACK )
{
CurrentTime = get_gametime();
if ( gNextShot[ Player ] > CurrentTime )
{
return FMRES_HANDLED;
}
if ( CSqueak_PrimaryAttack ( Player ) == PLUGIN_HANDLED )
{
return FMRES_HANDLED;
}
set_uc( UC_Handle, UC_Buttons, Buttons & ~IN_ATTACK );
return FMRES_HANDLED;
}
return FMRES_IGNORED;
}
public CSqueak_HuntThink ( const Snark )
{
if ( !is_valid_ent( Snark ) )
{
return HAM_IGNORED;
}
static Float:Origin [ Coord_e ];
static Float:Velocity[ Coord_e ];
static Float:Angles [ Coord_e ];
static Float:Flat [ Coord_e ];
static Float:CurrentTime;
static Float:DieDelay;
static Float:NextHunt;
static Float:SPitch;
static Enemy;
pev( Snark, pev_velocity, Velocity );
pev( Snark, pev_origin, Origin );
if ( !UTIL_IsInWorld ( Origin, Velocity ) )
{
set_pev( Snark, pev_flags, pev( Snark, pev_flags ) | FL_KILLME );
return HAM_IGNORED;
}
CurrentTime = get_gametime();
set_pev( Snark, pev_nextthink, CurrentTime + 0.1 );
pev( Snark, pev_NextHunt, NextHunt );
pev( Snark, pev_DetonateDelay, DieDelay );
pev( Snark, pev_angles, Angles );
if ( CurrentTime >= DieDelay )
{
if ( pev( Snark, pev_Remove ) )
{
set_pev( Snark, pev_flags, pev( Snark, pev_flags ) | FL_KILLME );
return HAM_IGNORED;
}
set_pev( Snark, pev_health, -1.0 );
CSqueak_Killed ( Snark, 0, true );
return HAM_IGNORED;
}
if ( pev( Snark, pev_waterlevel ) != 0 )
{
if ( pev( Snark, pev_movetype ) == MOVETYPE_BOUNCE )
{
set_pev( Snark, pev_movetype, MOVETYPE_FLY );
}
VectorScale ( Velocity, 0.9, Velocity );
Velocity[ z ] += 8.0;
set_pev( Snark, pev_velocity, Velocity );
}
else if ( pev( Snark, pev_movetype ) == MOVETYPE_FLY )
{
set_pev( Snark, pev_movetype, MOVETYPE_BOUNCE );
}
if ( NextHunt > CurrentTime )
{
return HAM_IGNORED;
}
set_pev( Snark, pev_NextHunt, CurrentTime + 2.0 );
VectorCopy ( Velocity, Flat );
Flat[ z ] = 0.0;
VectorNormalize ( Flat, Flat );
engfunc( EngFunc_MakeVectors, Angles );
if ( ( Enemy = pev( Snark, pev_enemy ) ) == NULL_ENT || !is_user_alive( Enemy ) || ze_is_user_zombie( Enemy ) )
{
Enemy = UTIL_BestVisibleEnemy ( Snark, 512.0 );
}
if ( 0.3 <= DieDelay - CurrentTime <= 0.5 )
{
set_pev( Snark, pev_scale, 2.0 );
emit_sound( Snark, CHAN_VOICE, gSnarkDieSound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM + random_num( 0, 0x3F ) );
}
SPitch = 155.0 - 60.0 * ( ( DieDelay - CurrentTime ) / get_pcvar_float( pCvarDetonateDelay ) );
if ( SPitch < 80.0 ) { SPitch = 80.0; }
if ( Enemy != NULL_ENT && !ze_is_user_zombie( Enemy ) )
{
static Float:Target[ Coord_e ];
static Float:Vel;
static Float:Adj;
pev( Snark, pev_EnemyTarget, Target );
if ( UTIL_FVisible( Snark, Enemy ) )
{
static Float:EyePosition[ Coord_e ];
UTIL_EyePosition ( Enemy, EyePosition );
VectorSubtract ( EyePosition, Origin, Target );
VectorNormalize ( Target, Target );
set_pev( Snark, pev_EnemyTarget, Target );
}
Vel = VectorLength ( Velocity );
Adj = 50.0 / ( Vel + 10.0 );
if ( Adj > 1.2 ) { Adj = 1.2; }
Velocity[ x ] = Velocity[ x ] * Adj + Target[ x ] * 300.0;
Velocity[ y ] = Velocity[ y ] * Adj + Target[ y ] * 300.0;
Velocity[ z ] = Velocity[ z ] * Adj + Target[ z ] * 300.0;
set_pev( Snark, pev_velocity, Velocity );
}
if ( pev( Snark, pev_flags ) & FL_ONGROUND )
{
set_pev( Snark, pev_avelocity, Float:{ 0.0, 0.0, 0.0 } );
}
else
{
static Float:AVelocity[ Coord_e ];
pev( Snark, pev_avelocity, AVelocity );
if ( AVelocity[ x ] == 0.0 && AVelocity[ y ] == 0.0 && AVelocity[ z ] == 0.0 )
{
AVelocity[ x ] = random_float( -100.0, 100.0 );
AVelocity[ z ] = random_float( -100.0, 100.0 );
set_pev( Snark, pev_avelocity, AVelocity );
}
}
static Float:PosPrev[ Coord_e ];
pev( Snark, pev_PosPrev, PosPrev );
VectorSubtract ( Origin, PosPrev, PosPrev );
if ( VectorLength ( PosPrev ) < 1.0 )
{
Velocity[ x ] = random_float( -100.0, 100.0 );
Velocity[ y ] = random_float( -100.0, 100.0 );
set_pev( Snark, pev_velocity, Velocity );
}
set_pev( Snark, pev_PosPrev, Origin );
vector_to_angle( Velocity, Angles );
Angles[ z ] = 0.0;
Angles[ x ] = 0.0;
set_pev( Snark, pev_angles, Angles );
return HAM_IGNORED;
}
public CSqueak_SuperBounceTouch ( const Snark, const Other )
{
if ( !is_valid_ent( Snark ) )
{
return;
}
static Float:Angles [ Angle_e ];
static Float:NextHit;
static Float:DieDelay;
static Float:NextAttack;
static Float:NextBounceSoundTime;
static Float:SPitch;
static Float:CurrentTime;
static Owner;
Owner = pev( Snark, pev_owner );
if ( Owner && Other == Owner )
{
return;
}
SPitch = PITCH_NORM * 1.0;
CurrentTime = get_gametime();
set_pev( Snark, pev_owner, NULL_ENT );
pev( Snark, pev_angles, Angles );
pev( Snark, pev_NextHit, NextHit );
pev( Snark, pev_DetonateDelay, DieDelay );
pev( Snark, pev_NextAttack, NextAttack );
pev( Snark, pev_NextBounceSoundTime, NextBounceSoundTime );
Angles[ x ] = 0.0;
Angles[ z ] = 0.0;
set_pev( Snark, pev_angles, Angles );
if ( NextHit > CurrentTime )
{
return;
}
SPitch = 155.0 - 60.0 * ( ( DieDelay - CurrentTime ) / get_pcvar_float( pCvarDetonateDelay ) );
if ( 1 <= Other <= gMaxClients && pev( Other, pev_takedamage ) && NextAttack < CurrentTime )
{
static Hit;
Hit = global_get( glb_trace_ent );
if ( Hit == Other && pev( Hit, pev_modelindex ) != pev( Snark, pev_modelindex ) && 1 <= Other <= gMaxClients )
{
Owner = pev( Snark, pev_RealOwner );
if ( !ze_is_user_zombie( Other ))
{
static Float:Forward [ Coord_e ];
static Float:EndPos [ Coord_e ];
static Float:OriginSnark[ Coord_e ];
static Float:OriginOther[ Coord_e ];
static Trace;
static Float:Damage;
Trace = create_tr2();
pev( Snark, pev_dmg, Damage );
pev( Snark, pev_origin, OriginSnark );
pev( Other, pev_origin, OriginOther );
engfunc( EngFunc_TraceLine, OriginSnark, OriginOther, DONT_IGNORE_MONSTERS, Snark, Trace );
get_tr2( Trace, TR_vecPlaneNormal, Forward );
get_tr2( Trace, TR_vecEndPos, EndPos );
ExecuteHam( Ham_TraceBleed, Other, Damage, Forward, Trace, DMG_SLASH );
free_tr2( Trace );
FX_BloodDrips ( EndPos, BLOOD_COLOR_RED, .Amount = floatround( Damage ) );
ExecuteHam( Ham_TakeDamage, Other, Snark, Owner, Damage, DMG_SLASH );
set_pev( Snark, pev_dmg, pev( Snark, pev_dmg ) + get_pcvar_float( pCvarDamagePop ) );
}
else
{
//ze_set_user_zombie( Other, Owner, .silent = 0, .rewards = 1 );
ze_set_escape_coins( Owner, ze_get_escape_coins( Owner ) + 2 );
set_user_frags( Owner, get_user_frags( Owner ) + 1 );
set_pev( Snark, pev_enemy, NULL_ENT );
}
emit_sound( Snark, CHAN_WEAPON, gSnarkAttackSound, VOL_NORM, ATTN_NORM, 0, floatround( SPitch ) );
set_pev( Snark, pev_NextAttack, CurrentTime + 0.5 );
}
}
set_pev( Snark, pev_NextHit, CurrentTime + 0.1 );
set_pev( Snark, pev_NextHunt, CurrentTime );
if ( CurrentTime < NextBounceSoundTime )
{
return;
}
if ( !( pev( Snark, pev_flags ) & FL_ONGROUND ) )
{
switch ( random( 10 ) )
{
case 0 .. 3 : emit_sound( Snark, CHAN_VOICE, gSnarkHunt1Sound, VOL_NORM, ATTN_NORM, 0, floatround( SPitch ) );
case 4 .. 7 : emit_sound( Snark, CHAN_VOICE, gSnarkHunt2Sound, VOL_NORM, ATTN_NORM, 0, floatround( SPitch ) );
default : emit_sound( Snark, CHAN_VOICE, gSnarkHunt3Sound, VOL_NORM, ATTN_NORM, 0, floatround( SPitch ) );
}
}
set_pev( Snark, pev_NextBounceSoundTime, CurrentTime + 0.5 );
}
CSqueak_Create ( const Player, const Float:Origin[ Coord_e ], const Float:Angles[ Coord_e], const Float:Velocity[ Coord_e ] )
{
new Snark = create_entity( gGenericEntity );
if ( is_valid_ent( Snark ) )
{
set_pev( Snark, pev_classname, gSnarkClassName );
set_pev( Snark, pev_groupinfo, gSnarkClassNameReference );
set_pev( Snark, pev_owner, Player );
set_pev( Snark, pev_origin, Origin );
set_pev( Snark, pev_angles, Angles );
set_pev( Snark, pev_velocity, Velocity );
CSqueak_Spawn ( Player, Snark, Origin );
return Snark;
}
return NULL_ENT;
}
CSqueak_Spawn ( const Player, const Snark, const Float:Origin[ Coord_e ] )
{
new Float:CurrentTime = get_gametime();
set_pev( Snark, pev_movetype, MOVETYPE_BOUNCE );
set_pev( Snark, pev_solid, SOLID_BBOX );
entity_set_model ( Snark, gSnarkModel );
entity_set_size ( Snark, Float:{ -4.0, -4.0, 0.0 }, Float:{ 4.0, 4.0, 8.0 } );
entity_set_origin( Snark, Origin );
set_pev( Snark, pev_nextthink, CurrentTime + 0.1 );
set_pev( Snark, pev_NextHunt, CurrentTime + 1000000.0 ); // NextHunt
set_pev( Snark, pev_DetonateDelay, CurrentTime + get_pcvar_float( pCvarDetonateDelay ) ); // DetonateDelay
set_pev( Snark, pev_NextBounceSoundTime, CurrentTime ); // NextBounceSoundTime
set_pev( Snark, pev_RealOwner, Player ); // RealOwner
set_pev( Snark, pev_flags, pev( Snark, pev_flags ) | FL_MONSTER );
set_pev( Snark, pev_takedamage, DAMAGE_AIM );
set_pev( Snark, pev_health, get_pcvar_float( pCvarHealth ) + gSnarkHealthReference );
set_pev( Snark, pev_gravity, get_pcvar_float( pCvarGravity ) );
set_pev( Snark, pev_friction, get_pcvar_float( pCvarFriction ) );
set_pev( Snark, pev_fov, get_pcvar_num( pCvarFieldOfView ) );
// set_pev( Snark, pev_dmg, get_pcvar_float( pCvarDamagePop ) );
// --| Force snark to run.
set_pev( Snark, pev_sequence, wsqueak_run );
set_pev( Snark, pev_framerate, 1.0 );
set_pev( Snark, pev_animtime, CurrentTime );
if ( get_pcvar_num( pCvarShowTrail ) )
{
message_begin ( MSG_BROADCAST, SVC_TEMPENTITY );
write_byte ( TE_BEAMFOLLOW );
write_short ( Snark );
write_short ( gSmokeTrail );
write_byte ( TRAIL_LIFE ); // life
write_byte ( TRAIL_WIDTH ); // width
write_byte ( TRAIL_RED );
write_byte ( TRAIL_GREEN );
write_byte ( TRAIL_BLUE );
write_byte ( TRAIL_BRIGTHNESS );
message_end();
}
}
public CSqueak_WeaponIdle ( const Player )
{
if ( gHasSnark{ Player } && gWeaponActive{ Player } )
{
static Float:CurrentTime;
CurrentTime = get_gametime();
if ( gTimeWeaponIdle[ Player ] > CurrentTime )
{
return;
}
if ( gJustThrown{ Player } )
{
gJustThrown{ Player } = false;
if ( !gPlayerAmmo{ Player } )
{
RemoveWeapon ( Player, get_pdata_cbase( Player, m_pActiveWeapon ) );
return;
}
UTIL_PlayWeaponAnimation ( Player, squeak_up );
gTimeWeaponIdle[ Player ] = CurrentTime + random_float ( 10.0, 15.0 );
return;
}
new Animation;
new Float:NewTime;
switch ( random_num( 0, 10 ) )
{
case 0 .. 6 :
{
Animation = squeak_idle1;
NewTime = 30.0 / 16.0 * ( 2.0 );
}
case 7 .. 8 :
{
Animation = squeak_fidgetfit;
NewTime = 70.0 / 16.0;
}
default :
{
Animation = squeak_fidgetnip;
NewTime = 80.0 / 16.0;
}
}
UTIL_PlayWeaponAnimation ( Player, Animation );
gTimeWeaponIdle[ Player ] = CurrentTime + NewTime;
}
}
ChangeWeaponToSnark ( const Player )
{
set_pev( Player, pev_viewmodel2 , gModel_V );
set_pev( Player, pev_weaponmodel2, gModel_P );
}
UpdateHud ( const Player )
{
message_begin( MSG_ONE_UNRELIABLE, gMsgidAmmoX, .player = Player );
write_byte( 12 );
write_byte( gPlayerAmmo{ Player } );
message_end();
}
RemoveWeapon ( const Player, const Weapon )
{
ExecuteHamB( Ham_Weapon_RetireWeapon, Weapon );
ExecuteHamB( Ham_RemovePlayerItem, Player, Weapon );
ExecuteHamB( Ham_Item_Kill, Weapon );
set_pev( Player, pev_weapons, pev( Player, pev_weapons ) & ~( 1 << gWeaponIndex ) );
cs_set_user_bpammo( Player, gWeaponIndex, 0 );
gHasSnark{ Player } = false;
gWeaponActive{ Player } = false;
}
stock bool:UTIL_IsBSPModel ( const Entity )
{
return ( pev( entity, pev_solid ) == SOLID_BSP || pev( Entity, pev_movetype ) == MOVETYPE_STEP );
}
UTIL_BestVisibleEnemy ( const Snark, const Float:DistanceToSearch /* , const Flags */ )
{
static List[ MAX_CLIENTS ];
static Float:Distance;
static Float:Nearest;
static ReturnEntity;
static Count;
static Entity;
static i;
Nearest = 8192.0;
ReturnEntity = NULL_ENT;
Count = find_sphere_class( Snark, "player", DistanceToSearch, List, sizeof List );
for ( i = 0; i < Count; i++ )
{
Entity = List[ i ];
if ( ze_is_user_zombie( Entity ) )
{
continue;
}
if ( UTIL_FInViewCone ( Snark, Entity ) && UTIL_FVisible( Snark, Entity ) )
{
if ( ( Distance = entity_range( Snark, Entity ) ) <= Nearest )
{
Nearest = Distance;
ReturnEntity = Entity;
}
}
}
set_pev( Snark, pev_enemy, ReturnEntity );
return ReturnEntity;
}
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();
}
bool:UTIL_IsInWorld ( const Float:Origin[ Coord_e ], const Float:Velocity[ Coord_e ] )
{
static i;
for ( i = x; i <= z; i++ )
{
if ( !( -4096.0 < Origin[ i ] < 4096.0 ) && !( -2000.0 < Velocity[ x ] < 2000.0 ) )
{
return false;
}
}
return true;
}
UTIL_RandomBloodVector ( Float:Direction[ Coord_e ] )
{
Direction[ x ] = random_float( -1.0, 1.0 );
Direction[ y ] = random_float( -1.0, 1.0 );
Direction[ z ] = random_float( 0.0, 1.0 );
}
FX_BloodDrips ( const Float:Origin[ Coord_e ], const BloodColor, const Amount )
{
message_begin_f( MSG_PVS, SVC_TEMPENTITY, Origin, NULL_ENT );
write_byte( TE_BLOODSPRITE );
write_coord_f( Origin[ x ] );
write_coord_f( Origin[ y ] );
write_coord_f( Origin[ z ] );
write_short( gBloodSpray ); // initial sprite model
write_short( gBloodDrop ); // droplet sprite models
write_byte( BloodColor ); // color index into host_basepal
write_byte( min( max( 3, ( Amount > 255 ? 255 : Amount ) / 10 ), 16 ) ); // size
message_end();
}
FX_StreakSplash ( const Float:Origin[ Coord_e ], const Float:Direction[ Coord_e ], const Color, const Count, const Speed, const VelocityRange )
{
message_begin_f( MSG_PVS, SVC_TEMPENTITY, Origin, NULL_ENT );
write_byte( TE_STREAK_SPLASH );
write_coord_f( Origin[ x ] );
write_coord_f( Origin[ y ] );
write_coord_f( Origin[ z ] );
write_coord_f( Direction[ x ] );
write_coord_f( Direction[ y ] );
write_coord_f( Direction[ z ] );
write_byte( min( Color, 255 ) );
write_short( Count );
write_short( Speed );
write_short( VelocityRange );// random velocity modifier
message_end();
}
stock FX_TraceBleed( const Victim, const Float:Damage, const Float:Dir[ Coord_e ], const TraceResult:Trace )
{
new TraceResult:BloodTrace;
new Float:TraceDir[ Coord_e ];
new Float:EndPos [ Coord_e ];
new Float:Noise;
new Float:Fraction;
new Count;
if ( Damage < 10 )
{
Noise = 0.1;
Count = 1;
}
else if ( Damage < 25 )
{
Noise = 0.2;
Count = 2;
}
else
{
Noise = 0.3;
Count = 4;
}
for ( new i = 0 ; i < Count ; i++ )
{
VectorScale ( Dir, -1.0, TraceDir );
TraceDir[ x ] += random_float( -Noise, Noise );
TraceDir[ y ] += random_float( -Noise, Noise );
TraceDir[ z ] += random_float( -Noise, Noise );
get_tr2( Trace, TR_vecEndPos, EndPos );
VectorMA ( EndPos, -172.0, TraceDir, TraceDir );
engfunc( EngFunc_TraceLine, EndPos, TraceDir, IGNORE_MONSTERS, Victim, BloodTrace );
get_tr2( BloodTrace, TR_flFraction, Fraction );
if ( Fraction != 1.0 )
{
FX_BloodDecalTrace( BloodTrace, EndPos, BLOOD_COLOR_RED );
}
}
}
stock FX_BloodDecalTrace ( const TraceResult:Trace, const Float:EndPos[ Coord_e ], const BloodColor )
{
new Hit;
new BaseIndex;
new DecalIndex;
new Float:Fraction;
switch ( BloodColor )
{
case BLOOD_COLOR_YELLOW : BaseIndex = get_decal_index( "{yblood1" );
case BLOOD_COLOR_RED : BaseIndex = get_decal_index( "{blood1" );
}
DecalIndex = BaseIndex + random_num( 0, 5 );
Hit = max( 0, get_tr2( Trace, TR_pHit ) );
get_tr2( Trace, TR_flFraction, Fraction );
if ( Fraction == 1.0 || ( Hit && !UTIL_IsBSPModel ( Hit ) ) )
{
return;
}
message_begin( MSG_BROADCAST, SVC_TEMPENTITY );
write_byte( Hit ? TE_DECAL : TE_WORLDDECAL );
write_coord_f( EndPos[ x ] );
write_coord_f( EndPos[ y ] );
write_coord_f( EndPos[ z ] );
write_byte( DecalIndex );
if ( Hit )
{
write_short( Hit );
}
message_end();
}
stock UTIL_RadiusDamage ( const Float:Origin[ Coord_e ], const Inflictor, const Attacker, const Float:Damage, const Float:Radius, const DamageBits )
{
static Entity;
static Trace;
static Float:AdjustedDamage;
static bool:InWater;
Entity = NULL_ENT;
InWater = UTIL_LiquidContents( Origin );
while ( ( Entity = find_ent_in_sphere( Entity, Origin, Radius ) ) != NULL_ENT )
{
if ( Entity == Inflictor )
{
continue;
}
if ( pev( Entity, pev_takedamage ) && !ze_is_user_zombie( Entity ))
{
static Float:EntOrigin[ Coord_e ];
static Float:EndPos [ Coord_e ];
static Float:Fraction;
pev( Entity, pev_origin, EntOrigin );
engfunc( EngFunc_TraceLine, Origin, EntOrigin, IGNORE_MONSTERS, Inflictor, Trace );
get_tr2( Trace, TR_flFraction, Fraction );
get_tr2( Trace, TR_vecEndPos, EndPos );
if ( Fraction == 1.0 || get_tr2( Trace, TR_pHit ) == Entity )
{
static Float:Delta[ Coord_e ];
static Float:Len;
if ( get_tr2( Trace, TR_StartSolid ) )
{
EndPos = Origin;
Fraction = 0.0;
}
AdjustedDamage = Damage;
VectorSubtract ( EndPos, Origin, Delta );
if ( ( Len = VectorLength ( Delta ) ) != 0.0 )
{
VectorScale ( Delta, 1 / Len, Delta );
}
if ( Len > 2.0 )
{
Len -= 2.0;
}
if ( ( AdjustedDamage *= ( 1.0 - Len / Radius ) ) <= 0 )
{
continue;
}
if ( InWater || pev( Entity, pev_waterlevel ) > 2 )
{
AdjustedDamage *= 0.5;
}
if ( Fraction != 1.0 )
{
ExecuteHam( Ham_TraceAttack, Entity, Inflictor, AdjustedDamage, Delta, Trace, DamageBits );
ExecuteHam( Ham_TakeDamage, Entity, Inflictor, Attacker, AdjustedDamage, DamageBits );
}
else
{
ExecuteHam( Ham_TakeDamage, Entity, Inflictor, Attacker, AdjustedDamage, DamageBits );
}
}
}
}
}
stock UTIL_EntitiesInBox ( List[], const ListMax, const Float:Mins[ Coord_e ], const Float:Maxs[ Coord_e ], const Flags )
{
/*
static Float:Origin [ Coord_e ];
static Float:Delta [ Coord_e ];
static Float:Mins [ Coord_e ];
static Float:Maxs [ Coord_e ];
pev( Snark, pev_origin, Origin );
Delta[ x ] = Delta[ y ] = Delta[ z ] = DistanceToSearch;
VectorSubtract ( Origin, Delta, Mins );
VectorAdd ( Origin, Delta, Maxs );
Count = UTIL_EntitiesInBox ( List, sizeof List, Mins, Maxs, Flags );
*/
static Float:AbsMins[ Coord_e ];
static Float:AbsMaxs[ Coord_e ];
static Count;
static Entity;
Count = 0;
for ( Entity = 1; Entity <= gMaxEntities; Entity++ ) if( is_valid_ent( Entity ) )
{
if ( !( pev( Entity, pev_flags ) & Flags ) )
{
continue;
}
pev( Entity, pev_absmin, AbsMins );
pev( Entity, pev_absmax, AbsMaxs );
if ( Mins[ x ] > AbsMaxs[ x ] || Mins[ y ] > AbsMaxs[ y ] || Mins[ z ] > AbsMaxs[ z ] ||
Maxs[ x ] < AbsMins[ x ] || Maxs[ y ] < AbsMins[ y ] || Maxs[ z ] < AbsMins[ z ] )
{
continue;
}
List[ Count ] = Entity;
if ( Count++ >= ListMax )
{
return Count;
}
}
return Count;
}
bool:UTIL_FVisible ( const Entity, const Other )
{
static Float:LookerOrigin[ Coord_e ];
static Float:TargetOrigin[ Coord_e ];
static Float:Fraction;
static LookerWLevel;
static TargetWLevel;
if ( pev( Other, pev_flags ) & FL_NOTARGET )
{
return false;
}
LookerWLevel = pev ( Entity, pev_waterlevel );
TargetWLevel = pev ( Other, pev_waterlevel );
if ( ( LookerWLevel != 3 && TargetWLevel == 3 ) || ( LookerWLevel == 3 && TargetWLevel == 0 ) )
{
return false;
}
UTIL_EyePosition ( Entity, LookerOrigin );
UTIL_EyePosition ( Other, TargetOrigin );
engfunc( EngFunc_TraceLine, LookerOrigin, TargetOrigin, IGNORE_MONSTERS | IGNORE_GLASS, Entity, 0 );
get_tr2( 0, TR_flFraction, Fraction );
return Fraction == 1.0 ? true : false;
}
bool:UTIL_FInViewCone ( const Entity, const Other )
{
static Float:Angles [ Coord_e ];
static Float:HOrigin[ Coord_e ];
static Float:Origin [ Coord_e ];
pev( Entity, pev_angles, Angles );
engfunc( EngFunc_MakeVectors, Angles );
global_get( glb_v_forward, Angles );
Angles[ z ] = 0.0;
pev( Entity, pev_origin, HOrigin );
pev( Other, pev_origin, Origin );
VectorSubtract ( Origin, HOrigin, Origin );
Origin[ z ] = 0.0;
VectorNormalize ( Origin, Origin );
if ( DotProduct ( Origin, Angles ) > pev( Entity, pev_fov ) )
{
return true;
}
return false;
}
UTIL_EyePosition ( const Entity, Float:Origin[ Coord_e ] )
{
static Float:ViewOfs[ Coord_e ];
pev( Entity, pev_origin, Origin );
pev( Entity, pev_view_ofs, ViewOfs );
VectorAdd ( Origin, ViewOfs, Origin );
}
stock bool:UTIL_LiquidContents( const Float:Source[ Coord_e ] )
{
new Contents = point_contents( Source );
return ( Contents == CONTENTS_WATER || Contents == CONTENTS_SLIME || Contents == CONTENTS_LAVA );
}
VectorNormalize ( const Float:Source[ Coord_e ], Float:Output[ Coord_e ] )
{
static Float:InvLen;
InvLen = 1.0 / VectorLength ( Source );
Output[ x ] = Source[ x ] * InvLen;
Output[ y ] = Source[ y ] * InvLen;
Output[ z ] = Source[ z ] * InvLen;
}
Last edited by johnnysins2000 5 years ago, edited 1 time in total.
Nobody Is That Busy If They Make Time
so cant we ignore these? like rmeove it and see if the plugin works?
LOL
-
- Veteran Member
- Posts: 678
- Joined: 7 years ago
- Location: Paraguay
- Contact:
i removed those but it will cause like more problem ... but i am finding solution for this thing!
Nobody Is That Busy If They Make Time
-
- Veteran Member
- Posts: 678
- Joined: 7 years ago
- Location: Paraguay
- Contact:
try now and test it !
Code: Select all
/* - - - - - - - - - - -
AMX Mod X script.
| Author : Arkshine
| Plugin : WPN Squeak Grenade
| Version : v1.0.6 - without WM.
(!) Support : http://forums.alliedmods.net/showthread.php?t=93659
(!) Version without WeaponMod required and for Zombie Plague.
This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the
Free Software Foundation; either version 2 of the License, or (at
your option) any later version.
This program is distributed in the hope that it will be useful, but
WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software Foundation,
Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Description :
- - - - - - -
Basically, it's almost the same weapon that you can see in Half-life 1.
Snarks are small, red, and bulbous, with a large (in relation to body porportion)
single green eye and a large pincer-like mandible. Snarks are normally calm creatures
that show little signs of intelligence, but if they see any living creature other
than another Snark, they immediately begin to attack it. They attack aggressively,
persistently, and erratically, leaping and biting at their target.
A full description can be found here : http://half-life.wikia.com/wiki/Snark .
Requirement :
- - - - - - -
* CS 1.6 / CZ.
* AMX Mod X 1.8.x or higher.
Changelog :
- - - - - -
v1.0.6 : [ 11 jul 2009 ]
(+) Initial release.
Credits :
- - - - -
* HLSDK
* DevconeS
* VEN
* Sproily ( Alternative models )
- - - - - - - - - - - */
#include <amxmodx>
#include <fakemeta>
#include <cstrike>
#include <hamsandwich>
#include <engine>
#include <fun>
#include <zombie_escape>
#define Plugin "[ZP] Extra: Squeak Grenade"
#define Version "1.0.6-wwm"
#define Author "Arkshine"
// --| Comment if you want to use the default model from valve.
#define ALTERNATIVE_MODEL
// --| Snark trail.
#define TRAIL_LIFE 40 // Life
#define TRAIL_WIDTH 4 // Width
#define TRAIL_RED 10 // Red
#define TRAIL_GREEN 224 // Red
#define TRAIL_BLUE 10 // Green
#define TRAIL_BRIGTHNESS 200 // Blue
/* - - -
| WEAPON MODELS |
- - - */
#if !defined ALTERNATIVE_MODEL
new const gModel_P[] = "models/p_squeak.mdl";
new const gModel_V[] = "models/v_squeak.mdl";
#else
new const gModel_P[] = "models/p_alt_squeak.mdl";
new const gModel_V[] = "models/v_alt_squeak_gflip.mdl";
#endif
/* - - -
| SNARK SOUNDS |
- - - */
new const gSnarkHunt1Sound [] = "squeek/sqk_hunt1.wav";
new const gSnarkHunt2Sound [] = "squeek/sqk_hunt2.wav";
new const gSnarkHunt3Sound [] = "squeek/sqk_hunt3.wav";
new const gSnarkDieSound [] = "squeek/sqk_die1.wav";
new const gSnarkAttackSound [] = "squeek/sqk_deploy1.wav";
new const gSnarkBlastSound [] = "weapons/sqk_blast2.wav";
new const gSnarkBodySplatSound[] = "common/bodysplat.wav";
/* - - -
| SNARK MODEL |
- - - */
new
#if !defined ALTERNATIVE_MODEL
gSnarkModel[] = "models/w_squeak.mdl";
#else
gSnarkModel[] = "models/w_alt_squeak.mdl";
#endif
/* - - -
| SEQUENCE |
- - - */
enum
{
wsqueak_idle1,
wsqueak_fidget,
wsqueak_jump,
wsqueak_run
};
enum
{
squeak_idle1,
squeak_fidgetfit,
squeak_fidgetnip,
squeak_down,
squeak_up,
squeak_throw
};
enum _:Coord_e
{
Float:x,
Float:y,
Float:z
};
enum _:Angle_e
{
Float:Pitch,
Float:Yaw,
Float:Roll
};
enum
{
HuntThink = 1,
SuperBounceTouch,
RemoveSnark
};
new const Float:gHullMin [ Coord_e ] = { -16.0, -16.0, -36.0 };
new const Float:gDuckHullMin[ Coord_e ] = { -16.0, -16.0, -18.0 };
new const gWeaponCommand [] = "weapon_hegrenade";
new const gWeaponIndex = CSW_HEGRENADE;
new const gGenericEntity [] = "info_target";
new const gSnarkClassName[] = "wpn_snark";
/* - - - -
| PLAYER/WEAPON OFFSETS |
- - - - */
const m_flNextAttack = 83 // Player.
const m_pActiveWeapon = 373; // Player.
const m_pPlayer = 41; // Weapon.
const m_flNextPrimaryAttack = 46; // Weapon.
/* - - -
| CUSTOM FIELD |
- - - */
#define pev_NextHunt pev_fuser1
#define pev_NextBounceSoundTime pev_fuser2
#define pev_NextHit pev_fuser3
#define pev_NextAttack pev_fuser4
#define pev_DetonateDelay pev_ltime
#define pev_RealOwner pev_iuser1
#define pev_Remove pev_iuser2
#define pev_EnemyTarget pev_vuser1
#define pev_PosPrev pev_vuser2
/* - - -
| CVAR POINTER |
- - - */
new pCvarAmmo;
new pCvarRefireRate;
new pCvarHealth;
new pCvarVelocity;
new pCvarDamagePop;
new pCvarDamageRadius;
new pCvarGravity;
new pCvarFriction;
new pCvarDetonateDelay;
new pCvarFieldOfView;
new pCvarShowTrail;
/* - - - -
| SPRITES/MODELS INDEX |
- - - - */
new gBloodSpray;
new gBloodDrop;
new gSmokeTrail;
/* - - - -
| OTHERS STUFFS |
- - - */
new bool:gHasSnark [ 32 + 1 char ];
new bool:gWeaponActive[ 32 + 1 char ];
new bool:gJustThrown [ 32 + 1 char ];
new Float:gNextShot [ 32 + 1 ];
new Float:gTimeWeaponIdle[ 32 + 1 ];
new gPlayerAmmo[ 32 + 1 char ];
new const gSnarkHealthReference = 10000;
new gSnarkClassNameReference;
new gMaxEntities;
new gMaxClients;
new gMsgidAmmoX;
new g_iItemID
/* - -
| MACROS |
- - */
#define VectorSubtract(%1,%2,%3) ( %3[ x ] = %1[ x ] - %2[ x ], %3[ y ] = %1[ y ] - %2[ y ], %3[ z ] = %1[ z ] - %2[ z ] )
#define VectorAdd(%1,%2,%3) ( %3[ x ] = %1[ x ] + %2[ x ], %3[ y ] = %1[ y ] + %2[ y ], %3[ z ] = %1[ z ] + %2[ z ] )
#define VectorCopy(%1,%2) ( %2[ x ] = %1[ x ], %2[ y ] = %1[ y ], %2[ z ] = %1[ z ] )
#define VectorScale(%1,%2,%3) ( %3[ x ] = %2 * %1[ x ], %3[ y ] = %2 * %1[ y ], %3[ z ] = %2 * %1[ z ] )
#define VectorMA(%1,%2,%3,%4) ( %4[ x ] = %1[ x ] + %2 * %3[ x ], %4[ y ] = %1[ y ] + %2 * %3[ y ], %4[ z ] = %1[ z ] + %2 * %3[ z ] )
#define VectorMS(%1,%2,%3,%4) ( %4[ x ] = %1[ x ] - %2 * %3[ x ], %4[ y ] = %1[ y ] - %2 * %3[ y ], %4[ z ] = %1[ z ] - %2 * %3[ z ] )
#define VectorLength(%1) ( floatsqroot ( %1[ x ] * %1[ x ] + %1[ y ] * %1[ y ] + %1[ z ] * %1[ z ] ) )
#define VectorEqual(%1,%2) ( %1[ x ] == %2[ x ] && %1[ y ] == %2[ y ] && %1[ z ] == %2[ z ] )
#define DotProduct(%1,%2) ( %1[ x ] * %2[ x ]+ %1[ y ] * %2[ y ] + %1[ z ] * %2[ z ] )
#define message_begin_f(%1,%2,%3) ( engfunc ( EngFunc_MessageBegin, %1, %2, %3 ) )
#define write_coord_f(%1) ( engfunc ( EngFunc_WriteCoord, %1 ) )
public plugin_precache ()
{
// --| Weapon models.
precache_model( gModel_P );
precache_model( gModel_V );
// --| Snark model.
precache_model( gSnarkModel );
// --| Snark sounds.
precache_sound( gSnarkBlastSound );
precache_sound( gSnarkBodySplatSound );
precache_sound( gSnarkDieSound );
precache_sound( gSnarkHunt1Sound );
precache_sound( gSnarkHunt2Sound );
precache_sound( gSnarkHunt3Sound );
precache_sound( gSnarkAttackSound );
gBloodSpray = precache_model( "sprites/bloodspray.spr" ); // initial blood
gBloodDrop = precache_model( "sprites/blood.spr" ); // splattered blood
}
public plugin_init ()
{
register_plugin( Plugin, Version, Author );
register_cvar( "zp_snark_version", Version, FCVAR_SERVER | FCVAR_SPONLY );
g_iItemID = ze_register_item("Snark Infector", 10, 0)
pCvarAmmo = register_cvar( "wpn_sg_ammo" , "5" );
pCvarRefireRate = register_cvar( "wpn_sg_refire_rate" , "0.3" );
pCvarHealth = register_cvar( "wpn_sg_health" , "10" );
pCvarVelocity = register_cvar( "wpn_sg_velocity" , "200" );
pCvarDamagePop = register_cvar( "wpn_sg_damage_pop" , "6" );
pCvarDamageRadius = register_cvar( "wpn_sg_damage_radius" , "15" );
pCvarGravity = register_cvar( "wpn_sg_gravity" , "0.5" );
pCvarFriction = register_cvar( "wpn_sg_friction" , "0.5" );
pCvarDetonateDelay = register_cvar( "wpn_sg_detonate_delay" , "15" );
pCvarFieldOfView = register_cvar( "wpn_sg_fov" , "0" );
pCvarShowTrail = register_cvar( "wpn_sg_show_trail" , "1" );
RegisterHam( Ham_Item_Deploy , gWeaponCommand, "CSqueak_Deploy", 1 );
RegisterHam( Ham_Item_Holster, gWeaponCommand, "CSqueak_Holster", 1 );
RegisterHam( Ham_TakeDamage, gGenericEntity, "CSqueak_TakeDamage", 1 );
register_forward( FM_CmdStart, "CSqueak_HookButtons" );
register_forward( FM_PlayerPreThink, "CSqueak_WeaponIdle" );
register_think( gSnarkClassName, "CSqueak_HuntThink" );
register_touch( gSnarkClassName, "*", "CSqueak_SuperBounceTouch" );
// register_clcmd( "say test", "CSqueak_GiveWeapon" );
gMaxEntities = global_get( glb_maxEntities );
gMaxClients = global_get( glb_maxClients );
gSnarkClassNameReference = engfunc( EngFunc_AllocString, gSnarkClassName );
gMsgidAmmoX = get_user_msgid( "AmmoX" );
if ( get_pcvar_num( pCvarShowTrail ) )
{
gSmokeTrail = engfunc( EngFunc_PrecacheModel, "sprites/smoke.spr" );
}
}
public ze_select_item_pre(id, itemid)
{
// This not our item?
if (itemid != g_iItemID)
return ZE_ITEM_AVAILABLE
// Available for Humans only, So don't show it for zombies
if (ze_is_user_zombie(id))
return ZE_ITEM_DONT_SHOW
// Finally return that it's available
return ZE_ITEM_AVAILABLE
}
public ze_select_item_post(Player, itemid)
{
// This is not our item, Block it here and don't execute the blew code
if (itemid != g_iItemID)
return
CSqueak_GiveWeapon ( Player );
}
public ze_roundend ( WinTeam )
{
new Snark = -1;
while ( ( Snark = find_ent_by_class( Snark, gSnarkClassName ) ) != 0 )
{
CSqueak_Killed ( Snark, 0, true );
}
for ( new Player = 1; Player <= gMaxClients; Player++ )
{
CheckAndRemoveWeapon ( Player );
}
}
stock CheckAndRemoveWeapon ( const Player )
{
if ( user_has_weapon( Player, gWeaponIndex ) )
{
RemoveWeapon ( Player, get_user_weapon( Player ) == gWeaponIndex ?
get_pdata_cbase( Player, m_pActiveWeapon ) :
find_ent_by_owner ( -1, gWeaponCommand, Player ) );
}
}
public client_connect ( Player )
{
gHasSnark { Player } = false;
gWeaponActive{ Player } = false;
gJustThrown { Player } = false;
gPlayerAmmo { Player } = get_pcvar_num( pCvarAmmo );
}
public CSqueak_GiveWeapon( const Player )
{
gHasSnark{ Player } = true;
gPlayerAmmo{ Player } = get_pcvar_num( pCvarAmmo );
give_item( Player, gWeaponCommand );
engclient_cmd( Player, gWeaponCommand );
}
public CSqueak_PrimaryAttack ( const Player )
{
static Float:VAngle [ Angle_e ];
static Float:Origin [ Coord_e ];
static Float:TraceOrigin[ Coord_e ];
static Float:Forward [ Coord_e ];
static Float:Start [ Coord_e ];
static Float:End [ Coord_e ];
static Float:EndPos [ Coord_e ];
static Float:Velocity [ Coord_e ];
static Float:Fraction;
if ( gPlayerAmmo{ Player } )
{
if ( pev( Player, pev_waterlevel ) >= 3 )
{
emit_sound( Player, CHAN_WEAPON, gSnarkDieSound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM + 5 );
gNextShot[ Player ] = get_gametime() + get_pcvar_float( pCvarRefireRate );
return PLUGIN_HANDLED;
}
pev( Player, pev_origin, Origin );
pev( Player, pev_v_angle, VAngle );
pev( Player, pev_velocity, Velocity );
engfunc( EngFunc_MakeVectors, VAngle );
VectorCopy( Origin, TraceOrigin );
if ( pev( Player, pev_flags ) & FL_DUCKING )
{
TraceOrigin[ x ] = TraceOrigin[ x ] - ( gHullMin[ x ] - gDuckHullMin[ x ] );
TraceOrigin[ y ] = TraceOrigin[ y ] - ( gHullMin[ y ] - gDuckHullMin[ y ] );
TraceOrigin[ z ] = TraceOrigin[ z ] - ( gHullMin[ z ] - gDuckHullMin[ z ] );
}
global_get( glb_v_forward, Forward );
VectorMA ( TraceOrigin, 20.0, Forward, Start );
VectorMA ( TraceOrigin, 64.0, Forward, End );
engfunc( EngFunc_TraceLine, Start, End, DONT_IGNORE_MONSTERS, 0, 0 );
get_tr2( 0, TR_Fraction, Fraction );
get_tr2( 0, TR_vecEndPos, EndPos );
if ( !get_tr2( 0, TR_AllSolid ) && !get_tr2( 0, TR_StartSolid ) && Fraction > 0.25 )
{
// --| Play the throw animation.
UTIL_PlayWeaponAnimation ( Player, squeak_throw );
// --| player "shoot" animation
//
VectorMA ( Velocity, get_pcvar_float( pCvarVelocity ), Forward, Velocity );
if ( CSqueak_Create ( Player, EndPos, VAngle, Velocity ) )
{
new Float:CurrentTime = get_gametime();
switch ( random_num( 0, 2 ) )
{
case 0: emit_sound( Player, CHAN_WEAPON, gSnarkHunt1Sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM );
case 1: emit_sound( Player, CHAN_WEAPON, gSnarkHunt2Sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM );
case 2: emit_sound( Player, CHAN_WEAPON, gSnarkHunt3Sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM );
}
gPlayerAmmo{ Player }--;
gJustThrown{ Player } = true;
UpdateHud ( Player );
gNextShot[ Player ] = CurrentTime + get_pcvar_float( pCvarRefireRate );
gTimeWeaponIdle[ Player ] = CurrentTime + 1.0;
return PLUGIN_CONTINUE;
}
}
}
return PLUGIN_HANDLED;
}
public CSqueak_Deploy ( const Weapon )
{
// --| Get the knife's owner index.
new Player = get_pdata_cbase( Weapon, m_pPlayer, 4 );
if ( Player && gHasSnark{ Player } )
{
// --| Change knife to snark weapon.
ChangeWeaponToSnark ( Player );
// --| Play the deploy animation.
UTIL_PlayWeaponAnimation ( Player, squeak_up );
emit_sound ( Weapon, CHAN_VOICE , random_float ( 0.0, 1.0 ) <= 0.5 ? gSnarkHunt2Sound : gSnarkHunt3Sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM );
// --| Block the primary attack.
set_pdata_float( Weapon, m_flNextPrimaryAttack, 9999.0, 4 );
set_pdata_float( Player, m_flNextAttack, 9999.0 );
// --| Update Ammo on HUD.
UpdateHud ( Player );
// --| We are holding the weapon.
gWeaponActive{ Player } = true;
}
}
public CSqueak_Holster ( const Weapon )
{
// --| Get the knife's owner index.
new Player = get_pdata_cbase( Weapon, m_pPlayer, 4 );
if ( Player && gHasSnark{ Player } && gWeaponActive{ Player } )
{
// --| We are not holding the weapon anymore.
gWeaponActive{ Player } = false;
set_pdata_float( Player, m_flNextAttack, get_gametime() + 0.5 );
if ( !gPlayerAmmo{ Player } && user_has_weapon( Player, gWeaponIndex ) )
{
RemoveWeapon ( Player, get_pdata_cbase( Player, m_pActiveWeapon ) );
}
else
{
// --| Play the holster animation.
UTIL_PlayWeaponAnimation ( Player, squeak_down );
emit_sound( Player, CHAN_WEAPON, "common/null.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM );
}
}
}
public CSqueak_Killed ( const Snark, const Killer, const bool:ShouldGib )
{
new Float:Direction[ Coord_e ];
new Float:Origin [ Coord_e ];
pev( Snark, pev_origin, Origin );
set_pev( Snark, pev_model, 0 );
set_pev( Snark, pev_Remove, RemoveSnark );
set_pev( Snark, pev_DetonateDelay, get_gametime() + 0.1 );
set_pev( Snark, pev_takedamage, DAMAGE_NO );
emit_sound( Snark, CHAN_ITEM, gSnarkBlastSound, VOL_NORM, ATTN_NORM / 2, 0, PITCH_NORM );
emit_sound( Snark, CHAN_VOICE, gSnarkBodySplatSound, 0.75, ATTN_NORM, 0, PITCH_NORM * 2 );
UTIL_RandomBloodVector( Direction );
FX_BloodDrips ( Origin, 195, .Amount = 60 );
FX_StreakSplash ( Origin, Direction, .Color = 5, .Count = 16, .Speed = 50, .VelocityRange = 200 );
UTIL_RadiusDamage ( Origin, Snark, pev( Snark, pev_RealOwner ), get_pcvar_float( pCvarDamagePop ), get_pcvar_float( pCvarDamageRadius ), DMG_BLAST );
}
/* public CZombie_Killed ( const Zombie, const Human, const bool:ShouldGid )
{
if ( zp_get_user_zombie( Zombie ) && gHasSnark{ Zombie } )
{
}
} */
public CSqueak_TakeDamage ( const Snark, const Inflictor, const Attacker, const Float:Damage, const DamageBits )
{
if ( is_valid_ent( Snark ) && pev( Snark, pev_groupinfo ) == gSnarkClassNameReference )
{
if ( pev( Snark, pev_health ) - gSnarkHealthReference <= 0 )
{
CSqueak_Killed ( Snark, Attacker, .ShouldGib = true );
}
}
}
public CSqueak_HookButtons ( const Player, const UC_Handle, const Seed )
{
static Float:CurrentTime;
static Buttons;
if ( gHasSnark{ Player } && gWeaponActive{ Player } && ( Buttons = get_uc( UC_Handle, UC_Buttons ) ) & IN_ATTACK )
{
CurrentTime = get_gametime();
if ( gNextShot[ Player ] > CurrentTime )
{
return FMRES_HANDLED;
}
if ( CSqueak_PrimaryAttack ( Player ) == PLUGIN_HANDLED )
{
return FMRES_HANDLED;
}
set_uc( UC_Handle, UC_Buttons, Buttons & ~IN_ATTACK );
return FMRES_HANDLED;
}
return FMRES_IGNORED;
}
public CSqueak_HuntThink ( const Snark )
{
if ( !is_valid_ent( Snark ) )
{
return HAM_IGNORED;
}
static Float:Origin [ Coord_e ];
static Float:Velocity[ Coord_e ];
static Float:Angles [ Coord_e ];
static Float:Flat [ Coord_e ];
static Float:CurrentTime;
static Float:DieDelay;
static Float:NextHunt;
static Float:SPitch;
static Enemy;
pev( Snark, pev_velocity, Velocity );
pev( Snark, pev_origin, Origin );
if ( !UTIL_IsInWorld ( Origin, Velocity ) )
{
set_pev( Snark, pev_flags, pev( Snark, pev_flags ) | FL_KILLME );
return HAM_IGNORED;
}
CurrentTime = get_gametime();
set_pev( Snark, pev_nextthink, CurrentTime + 0.1 );
pev( Snark, pev_NextHunt, NextHunt );
pev( Snark, pev_DetonateDelay, DieDelay );
pev( Snark, pev_angles, Angles );
if ( CurrentTime >= DieDelay )
{
if ( pev( Snark, pev_Remove ) )
{
set_pev( Snark, pev_flags, pev( Snark, pev_flags ) | FL_KILLME );
return HAM_IGNORED;
}
set_pev( Snark, pev_health, -1.0 );
CSqueak_Killed ( Snark, 0, true );
return HAM_IGNORED;
}
if ( pev( Snark, pev_waterlevel ) != 0 )
{
if ( pev( Snark, pev_movetype ) == MOVETYPE_BOUNCE )
{
set_pev( Snark, pev_movetype, MOVETYPE_FLY );
}
VectorScale ( Velocity, 0.9, Velocity );
Velocity[ z ] += 8.0;
set_pev( Snark, pev_velocity, Velocity );
}
else if ( pev( Snark, pev_movetype ) == MOVETYPE_FLY )
{
set_pev( Snark, pev_movetype, MOVETYPE_BOUNCE );
}
if ( NextHunt > CurrentTime )
{
return HAM_IGNORED;
}
set_pev( Snark, pev_NextHunt, CurrentTime + 2.0 );
VectorCopy ( Velocity, Flat );
Flat[ z ] = 0.0;
VectorNormalize ( Flat, Flat );
engfunc( EngFunc_MakeVectors, Angles );
if ( ( Enemy = pev( Snark, pev_enemy ) ) == 0 || !is_user_alive( Enemy ) || ze_is_user_zombie( Enemy ) )
{
Enemy = UTIL_BestVisibleEnemy ( Snark, 512.0 );
}
if ( 0.3 <= DieDelay - CurrentTime <= 0.5 )
{
set_pev( Snark, pev_scale, 2.0 );
emit_sound( Snark, CHAN_VOICE, gSnarkDieSound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM + random_num( 0, 0x3F ) );
}
SPitch = 155.0 - 60.0 * ( ( DieDelay - CurrentTime ) / get_pcvar_float( pCvarDetonateDelay ) );
if ( SPitch < 80.0 ) { SPitch = 80.0; }
if ( Enemy != 0 && !ze_is_user_zombie( Enemy ) )
{
static Float:Target[ Coord_e ];
static Float:Vel;
static Float:Adj;
pev( Snark, pev_EnemyTarget, Target );
if ( UTIL_FVisible( Snark, Enemy ) )
{
static Float:EyePosition[ Coord_e ];
UTIL_EyePosition ( Enemy, EyePosition );
VectorSubtract ( EyePosition, Origin, Target );
VectorNormalize ( Target, Target );
set_pev( Snark, pev_EnemyTarget, Target );
}
Vel = VectorLength ( Velocity );
Adj = 50.0 / ( Vel + 10.0 );
if ( Adj > 1.2 ) { Adj = 1.2; }
Velocity[ x ] = Velocity[ x ] * Adj + Target[ x ] * 300.0;
Velocity[ y ] = Velocity[ y ] * Adj + Target[ y ] * 300.0;
Velocity[ z ] = Velocity[ z ] * Adj + Target[ z ] * 300.0;
set_pev( Snark, pev_velocity, Velocity );
}
if ( pev( Snark, pev_flags ) & FL_ONGROUND )
{
set_pev( Snark, pev_avelocity, Float:{ 0.0, 0.0, 0.0 } );
}
else
{
static Float:AVelocity[ Coord_e ];
pev( Snark, pev_avelocity, AVelocity );
if ( AVelocity[ x ] == 0.0 && AVelocity[ y ] == 0.0 && AVelocity[ z ] == 0.0 )
{
AVelocity[ x ] = random_float( -100.0, 100.0 );
AVelocity[ z ] = random_float( -100.0, 100.0 );
set_pev( Snark, pev_avelocity, AVelocity );
}
}
static Float:PosPrev[ Coord_e ];
pev( Snark, pev_PosPrev, PosPrev );
VectorSubtract ( Origin, PosPrev, PosPrev );
if ( VectorLength ( PosPrev ) < 1.0 )
{
Velocity[ x ] = random_float( -100.0, 100.0 );
Velocity[ y ] = random_float( -100.0, 100.0 );
set_pev( Snark, pev_velocity, Velocity );
}
set_pev( Snark, pev_PosPrev, Origin );
vector_to_angle( Velocity, Angles );
Angles[ z ] = 0.0;
Angles[ x ] = 0.0;
set_pev( Snark, pev_angles, Angles );
return HAM_IGNORED;
}
public CSqueak_SuperBounceTouch ( const Snark, const Other )
{
if ( !is_valid_ent( Snark ) )
{
return;
}
static Float:Angles [ Angle_e ];
static Float:NextHit;
static Float:DieDelay;
static Float:NextAttack;
static Float:NextBounceSoundTime;
static Float:SPitch;
static Float:CurrentTime;
static Owner;
Owner = pev( Snark, pev_owner );
if ( Owner && Other == Owner )
{
return;
}
SPitch = PITCH_NORM * 1.0;
CurrentTime = get_gametime();
set_pev( Snark, pev_owner, 0 );
pev( Snark, pev_angles, Angles );
pev( Snark, pev_NextHit, NextHit );
pev( Snark, pev_DetonateDelay, DieDelay );
pev( Snark, pev_NextAttack, NextAttack );
pev( Snark, pev_NextBounceSoundTime, NextBounceSoundTime );
Angles[ x ] = 0.0;
Angles[ z ] = 0.0;
set_pev( Snark, pev_angles, Angles );
if ( NextHit > CurrentTime )
{
return;
}
SPitch = 155.0 - 60.0 * ( ( DieDelay - CurrentTime ) / get_pcvar_float( pCvarDetonateDelay ) );
if ( 1 <= Other <= gMaxClients && pev( Other, pev_takedamage ) && NextAttack < CurrentTime )
{
static Hit;
Hit = global_get( glb_trace_ent );
if ( Hit == Other && pev( Hit, pev_modelindex ) != pev( Snark, pev_modelindex ) && 1 <= Other <= gMaxClients )
{
Owner = pev( Snark, pev_RealOwner );
if ( !ze_is_user_zombie( Other ))
{
static Float:Forward [ Coord_e ];
static Float:EndPos [ Coord_e ];
static Float:OriginSnark[ Coord_e ];
static Float:OriginOther[ Coord_e ];
static Trace;
static Float:Damage;
Trace = create_tr2();
pev( Snark, pev_dmg, Damage );
pev( Snark, pev_origin, OriginSnark );
pev( Other, pev_origin, OriginOther );
engfunc( EngFunc_TraceLine, OriginSnark, OriginOther, DONT_IGNORE_MONSTERS, Snark, Trace );
get_tr2( Trace, TR_vecPlaneNormal, Forward );
get_tr2( Trace, TR_vecEndPos, EndPos );
ExecuteHam( Ham_TraceBleed, Other, Damage, Forward, Trace, DMG_SLASH );
free_tr2( Trace );
FX_BloodDrips ( EndPos, 247, .Amount = floatround( Damage ) );
ExecuteHam( Ham_TakeDamage, Other, Snark, Owner, Damage, DMG_SLASH );
set_pev( Snark, pev_dmg, pev( Snark, pev_dmg ) + get_pcvar_float( pCvarDamagePop ) );
}
else
{
//ze_set_user_zombie( Other, Owner, .silent = 0, .rewards = 1 );
ze_set_escape_coins( Owner, ze_get_escape_coins( Owner ) + 2 );
set_user_frags( Owner, get_user_frags( Owner ) + 1 );
set_pev( Snark, pev_enemy, 0 );
}
emit_sound( Snark, CHAN_WEAPON, gSnarkAttackSound, VOL_NORM, ATTN_NORM, 0, floatround( SPitch ) );
set_pev( Snark, pev_NextAttack, CurrentTime + 0.5 );
}
}
set_pev( Snark, pev_NextHit, CurrentTime + 0.1 );
set_pev( Snark, pev_NextHunt, CurrentTime );
if ( CurrentTime < NextBounceSoundTime )
{
return;
}
if ( !( pev( Snark, pev_flags ) & FL_ONGROUND ) )
{
switch ( random( 10 ) )
{
case 0 .. 3 : emit_sound( Snark, CHAN_VOICE, gSnarkHunt1Sound, VOL_NORM, ATTN_NORM, 0, floatround( SPitch ) );
case 4 .. 7 : emit_sound( Snark, CHAN_VOICE, gSnarkHunt2Sound, VOL_NORM, ATTN_NORM, 0, floatround( SPitch ) );
default : emit_sound( Snark, CHAN_VOICE, gSnarkHunt3Sound, VOL_NORM, ATTN_NORM, 0, floatround( SPitch ) );
}
}
set_pev( Snark, pev_NextBounceSoundTime, CurrentTime + 0.5 );
}
CSqueak_Create ( const Player, const Float:Origin[ Coord_e ], const Float:Angles[ Coord_e], const Float:Velocity[ Coord_e ] )
{
new Snark = create_entity( gGenericEntity );
if ( is_valid_ent( Snark ) )
{
set_pev( Snark, pev_classname, gSnarkClassName );
set_pev( Snark, pev_groupinfo, gSnarkClassNameReference );
set_pev( Snark, pev_owner, Player );
set_pev( Snark, pev_origin, Origin );
set_pev( Snark, pev_angles, Angles );
set_pev( Snark, pev_velocity, Velocity );
CSqueak_Spawn ( Player, Snark, Origin );
return Snark;
}
return 0;
}
CSqueak_Spawn ( const Player, const Snark, const Float:Origin[ Coord_e ] )
{
new Float:CurrentTime = get_gametime();
set_pev( Snark, pev_movetype, MOVETYPE_BOUNCE );
set_pev( Snark, pev_solid, SOLID_BBOX );
entity_set_model ( Snark, gSnarkModel );
entity_set_size ( Snark, Float:{ -4.0, -4.0, 0.0 }, Float:{ 4.0, 4.0, 8.0 } );
entity_set_origin( Snark, Origin );
set_pev( Snark, pev_nextthink, CurrentTime + 0.1 );
set_pev( Snark, pev_NextHunt, CurrentTime + 1000000.0 ); // NextHunt
set_pev( Snark, pev_DetonateDelay, CurrentTime + get_pcvar_float( pCvarDetonateDelay ) ); // DetonateDelay
set_pev( Snark, pev_NextBounceSoundTime, CurrentTime ); // NextBounceSoundTime
set_pev( Snark, pev_RealOwner, Player ); // RealOwner
set_pev( Snark, pev_flags, pev( Snark, pev_flags ) | FL_MONSTER );
set_pev( Snark, pev_takedamage, DAMAGE_AIM );
set_pev( Snark, pev_health, get_pcvar_float( pCvarHealth ) + gSnarkHealthReference );
set_pev( Snark, pev_gravity, get_pcvar_float( pCvarGravity ) );
set_pev( Snark, pev_friction, get_pcvar_float( pCvarFriction ) );
set_pev( Snark, pev_fov, get_pcvar_num( pCvarFieldOfView ) );
// set_pev( Snark, pev_dmg, get_pcvar_float( pCvarDamagePop ) );
// --| Force snark to run.
set_pev( Snark, pev_sequence, wsqueak_run );
set_pev( Snark, pev_framerate, 1.0 );
set_pev( Snark, pev_animtime, CurrentTime );
if ( get_pcvar_num( pCvarShowTrail ) )
{
message_begin ( MSG_BROADCAST, SVC_TEMPENTITY );
write_byte ( TE_BEAMFOLLOW );
write_short ( Snark );
write_short ( gSmokeTrail );
write_byte ( TRAIL_LIFE ); // life
write_byte ( TRAIL_WIDTH ); // width
write_byte ( TRAIL_RED );
write_byte ( TRAIL_GREEN );
write_byte ( TRAIL_BLUE );
write_byte ( TRAIL_BRIGTHNESS );
message_end();
}
}
public CSqueak_WeaponIdle ( const Player )
{
if ( gHasSnark{ Player } && gWeaponActive{ Player } )
{
static Float:CurrentTime;
CurrentTime = get_gametime();
if ( gTimeWeaponIdle[ Player ] > CurrentTime )
{
return;
}
if ( gJustThrown{ Player } )
{
gJustThrown{ Player } = false;
if ( !gPlayerAmmo{ Player } )
{
RemoveWeapon ( Player, get_pdata_cbase( Player, m_pActiveWeapon ) );
return;
}
UTIL_PlayWeaponAnimation ( Player, squeak_up );
gTimeWeaponIdle[ Player ] = CurrentTime + random_float ( 10.0, 15.0 );
return;
}
new Animation;
new Float:NewTime;
switch ( random_num( 0, 10 ) )
{
case 0 .. 6 :
{
Animation = squeak_idle1;
NewTime = 30.0 / 16.0 * ( 2.0 );
}
case 7 .. 8 :
{
Animation = squeak_fidgetfit;
NewTime = 70.0 / 16.0;
}
default :
{
Animation = squeak_fidgetnip;
NewTime = 80.0 / 16.0;
}
}
UTIL_PlayWeaponAnimation ( Player, Animation );
gTimeWeaponIdle[ Player ] = CurrentTime + NewTime;
}
}
ChangeWeaponToSnark ( const Player )
{
set_pev( Player, pev_viewmodel2 , gModel_V );
set_pev( Player, pev_weaponmodel2, gModel_P );
}
UpdateHud ( const Player )
{
message_begin( MSG_ONE_UNRELIABLE, gMsgidAmmoX, .player = Player );
write_byte( 12 );
write_byte( gPlayerAmmo{ Player } );
message_end();
}
RemoveWeapon ( const Player, const Weapon )
{
ExecuteHamB( Ham_Weapon_RetireWeapon, Weapon );
ExecuteHamB( Ham_RemovePlayerItem, Player, Weapon );
ExecuteHamB( Ham_Item_Kill, Weapon );
set_pev( Player, pev_weapons, pev( Player, pev_weapons ) & ~( 1 << gWeaponIndex ) );
cs_set_user_bpammo( Player, gWeaponIndex, 0 );
gHasSnark{ Player } = false;
gWeaponActive{ Player } = false;
}
stock bool:UTIL_IsBSPModel ( const Entity )
{
return ( pev( entity, pev_solid ) == SOLID_BSP || pev( Entity, pev_movetype ) == MOVETYPE_STEP );
}
UTIL_BestVisibleEnemy ( const Snark, const Float:DistanceToSearch /* , const Flags */ )
{
static List[ 32 ];
static Float:Distance;
static Float:Nearest;
static ReturnEntity;
static Count;
static Entity;
static i;
Nearest = 8192.0;
ReturnEntity = 0;
Count = find_sphere_class( Snark, "player", DistanceToSearch, List, sizeof List );
for ( i = 0; i < Count; i++ )
{
Entity = List[ i ];
if ( ze_is_user_zombie( Entity ) )
{
continue;
}
if ( UTIL_FInViewCone ( Snark, Entity ) && UTIL_FVisible( Snark, Entity ) )
{
if ( ( Distance = entity_range( Snark, Entity ) ) <= Nearest )
{
Nearest = Distance;
ReturnEntity = Entity;
}
}
}
set_pev( Snark, pev_enemy, ReturnEntity );
return ReturnEntity;
}
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();
}
bool:UTIL_IsInWorld ( const Float:Origin[ Coord_e ], const Float:Velocity[ Coord_e ] )
{
static i;
for ( i = x; i <= z; i++ )
{
if ( !( -4096.0 < Origin[ i ] < 4096.0 ) && !( -2000.0 < Velocity[ x ] < 2000.0 ) )
{
return false;
}
}
return true;
}
UTIL_RandomBloodVector ( Float:Direction[ Coord_e ] )
{
Direction[ x ] = random_float( -1.0, 1.0 );
Direction[ y ] = random_float( -1.0, 1.0 );
Direction[ z ] = random_float( 0.0, 1.0 );
}
FX_BloodDrips ( const Float:Origin[ Coord_e ], const BloodColor, const Amount )
{
message_begin_f( MSG_PVS, SVC_TEMPENTITY, Origin, 0 );
write_byte( TE_BLOODSPRITE );
write_coord_f( Origin[ x ] );
write_coord_f( Origin[ y ] );
write_coord_f( Origin[ z ] );
write_short( gBloodSpray ); // initial sprite model
write_short( gBloodDrop ); // droplet sprite models
write_byte( BloodColor ); // color index into host_basepal
write_byte( min( max( 3, ( Amount > 255 ? 255 : Amount ) / 10 ), 16 ) ); // size
message_end();
}
FX_StreakSplash ( const Float:Origin[ Coord_e ], const Float:Direction[ Coord_e ], const Color, const Count, const Speed, const VelocityRange )
{
message_begin_f( MSG_PVS, SVC_TEMPENTITY, Origin, 0 );
write_byte( TE_STREAK_SPLASH );
write_coord_f( Origin[ x ] );
write_coord_f( Origin[ y ] );
write_coord_f( Origin[ z ] );
write_coord_f( Direction[ x ] );
write_coord_f( Direction[ y ] );
write_coord_f( Direction[ z ] );
write_byte( min( Color, 255 ) );
write_short( Count );
write_short( Speed );
write_short( VelocityRange );// random velocity modifier
message_end();
}
stock FX_TraceBleed( const Victim, const Float:Damage, const Float:Dir[ Coord_e ], const TraceResult:Trace )
{
new TraceResult:BloodTrace;
new Float:TraceDir[ Coord_e ];
new Float:EndPos [ Coord_e ];
new Float:Noise;
new Float:Fraction;
new Count;
if ( Damage < 10 )
{
Noise = 0.1;
Count = 1;
}
else if ( Damage < 25 )
{
Noise = 0.2;
Count = 2;
}
else
{
Noise = 0.3;
Count = 4;
}
for ( new i = 0 ; i < Count ; i++ )
{
VectorScale ( Dir, -1.0, TraceDir );
TraceDir[ x ] += random_float( -Noise, Noise );
TraceDir[ y ] += random_float( -Noise, Noise );
TraceDir[ z ] += random_float( -Noise, Noise );
get_tr2( Trace, TR_vecEndPos, EndPos );
VectorMA ( EndPos, -172.0, TraceDir, TraceDir );
engfunc( EngFunc_TraceLine, EndPos, TraceDir, IGNORE_MONSTERS, Victim, BloodTrace );
get_tr2( BloodTrace, TR_flFraction, Fraction );
if ( Fraction != 1.0 )
{
FX_BloodDecalTrace( BloodTrace, EndPos, 247 );
}
}
}
stock FX_BloodDecalTrace ( const TraceResult:Trace, const Float:EndPos[ Coord_e ], const BloodColor )
{
new Hit;
new BaseIndex;
new DecalIndex;
new Float:Fraction;
switch ( BloodColor )
{
case 195 : BaseIndex = get_decal_index( "{yblood1" );
case 247 : BaseIndex = get_decal_index( "{blood1" );
}
DecalIndex = BaseIndex + random_num( 0, 5 );
Hit = max( 0, get_tr2( Trace, TR_pHit ) );
get_tr2( Trace, TR_flFraction, Fraction );
if ( Fraction == 1.0 || ( Hit && !UTIL_IsBSPModel ( Hit ) ) )
{
return;
}
message_begin( MSG_BROADCAST, SVC_TEMPENTITY );
write_byte( Hit ? TE_DECAL : TE_WORLDDECAL );
write_coord_f( EndPos[ x ] );
write_coord_f( EndPos[ y ] );
write_coord_f( EndPos[ z ] );
write_byte( DecalIndex );
if ( Hit )
{
write_short( Hit );
}
message_end();
}
stock UTIL_RadiusDamage ( const Float:Origin[ Coord_e ], const Inflictor, const Attacker, const Float:Damage, const Float:Radius, const DamageBits )
{
static Entity;
static Trace;
static Float:AdjustedDamage;
static bool:InWater;
Entity = 0;
InWater = UTIL_LiquidContents( Origin );
while ( ( Entity = find_ent_in_sphere( Entity, Origin, Radius ) ) != 0 )
{
if ( Entity == Inflictor )
{
continue;
}
if ( pev( Entity, pev_takedamage ) && !ze_is_user_zombie( Entity ))
{
static Float:EntOrigin[ Coord_e ];
static Float:EndPos [ Coord_e ];
static Float:Fraction;
pev( Entity, pev_origin, EntOrigin );
engfunc( EngFunc_TraceLine, Origin, EntOrigin, IGNORE_MONSTERS, Inflictor, Trace );
get_tr2( Trace, TR_flFraction, Fraction );
get_tr2( Trace, TR_vecEndPos, EndPos );
if ( Fraction == 1.0 || get_tr2( Trace, TR_pHit ) == Entity )
{
static Float:Delta[ Coord_e ];
static Float:Len;
if ( get_tr2( Trace, TR_StartSolid ) )
{
EndPos = Origin;
Fraction = 0.0;
}
AdjustedDamage = Damage;
VectorSubtract ( EndPos, Origin, Delta );
if ( ( Len = VectorLength ( Delta ) ) != 0.0 )
{
VectorScale ( Delta, 1 / Len, Delta );
}
if ( Len > 2.0 )
{
Len -= 2.0;
}
if ( ( AdjustedDamage *= ( 1.0 - Len / Radius ) ) <= 0 )
{
continue;
}
if ( InWater || pev( Entity, pev_waterlevel ) > 2 )
{
AdjustedDamage *= 0.5;
}
if ( Fraction != 1.0 )
{
ExecuteHam( Ham_TraceAttack, Entity, Inflictor, AdjustedDamage, Delta, Trace, DamageBits );
ExecuteHam( Ham_TakeDamage, Entity, Inflictor, Attacker, AdjustedDamage, DamageBits );
}
else
{
ExecuteHam( Ham_TakeDamage, Entity, Inflictor, Attacker, AdjustedDamage, DamageBits );
}
}
}
}
}
stock UTIL_EntitiesInBox ( List[], const ListMax, const Float:Mins[ Coord_e ], const Float:Maxs[ Coord_e ], const Flags )
{
/*
static Float:Origin [ Coord_e ];
static Float:Delta [ Coord_e ];
static Float:Mins [ Coord_e ];
static Float:Maxs [ Coord_e ];
pev( Snark, pev_origin, Origin );
Delta[ x ] = Delta[ y ] = Delta[ z ] = DistanceToSearch;
VectorSubtract ( Origin, Delta, Mins );
VectorAdd ( Origin, Delta, Maxs );
Count = UTIL_EntitiesInBox ( List, sizeof List, Mins, Maxs, Flags );
*/
static Float:AbsMins[ Coord_e ];
static Float:AbsMaxs[ Coord_e ];
static Count;
static Entity;
Count = 0;
for ( Entity = 1; Entity <= gMaxEntities; Entity++ ) if( is_valid_ent( Entity ) )
{
if ( !( pev( Entity, pev_flags ) & Flags ) )
{
continue;
}
pev( Entity, pev_absmin, AbsMins );
pev( Entity, pev_absmax, AbsMaxs );
if ( Mins[ x ] > AbsMaxs[ x ] || Mins[ y ] > AbsMaxs[ y ] || Mins[ z ] > AbsMaxs[ z ] ||
Maxs[ x ] < AbsMins[ x ] || Maxs[ y ] < AbsMins[ y ] || Maxs[ z ] < AbsMins[ z ] )
{
continue;
}
List[ Count ] = Entity;
if ( Count++ >= ListMax )
{
return Count;
}
}
return Count;
}
bool:UTIL_FVisible ( const Entity, const Other )
{
static Float:LookerOrigin[ Coord_e ];
static Float:TargetOrigin[ Coord_e ];
static Float:Fraction;
static LookerWLevel;
static TargetWLevel;
if ( pev( Other, pev_flags ) & FL_NOTARGET )
{
return false;
}
LookerWLevel = pev ( Entity, pev_waterlevel );
TargetWLevel = pev ( Other, pev_waterlevel );
if ( ( LookerWLevel != 3 && TargetWLevel == 3 ) || ( LookerWLevel == 3 && TargetWLevel == 0 ) )
{
return false;
}
UTIL_EyePosition ( Entity, LookerOrigin );
UTIL_EyePosition ( Other, TargetOrigin );
engfunc( EngFunc_TraceLine, LookerOrigin, TargetOrigin, IGNORE_MONSTERS | IGNORE_GLASS, Entity, 0 );
get_tr2( 0, TR_flFraction, Fraction );
return Fraction == 1.0 ? true : false;
}
bool:UTIL_FInViewCone ( const Entity, const Other )
{
static Float:Angles [ Coord_e ];
static Float:HOrigin[ Coord_e ];
static Float:Origin [ Coord_e ];
pev( Entity, pev_angles, Angles );
engfunc( EngFunc_MakeVectors, Angles );
global_get( glb_v_forward, Angles );
Angles[ z ] = 0.0;
pev( Entity, pev_origin, HOrigin );
pev( Other, pev_origin, Origin );
VectorSubtract ( Origin, HOrigin, Origin );
Origin[ z ] = 0.0;
VectorNormalize ( Origin, Origin );
if ( DotProduct ( Origin, Angles ) > pev( Entity, pev_fov ) )
{
return true;
}
return false;
}
UTIL_EyePosition ( const Entity, Float:Origin[ Coord_e ] )
{
static Float:ViewOfs[ Coord_e ];
pev( Entity, pev_origin, Origin );
pev( Entity, pev_view_ofs, ViewOfs );
VectorAdd ( Origin, ViewOfs, Origin );
}
stock bool:UTIL_LiquidContents( const Float:Source[ Coord_e ] )
{
new Contents = point_contents( Source );
return ( Contents == CONTENTS_WATER || Contents == CONTENTS_SLIME || Contents == CONTENTS_LAVA );
}
VectorNormalize ( const Float:Source[ Coord_e ], Float:Output[ Coord_e ] )
{
static Float:InvLen;
InvLen = 1.0 / VectorLength ( Source );
Output[ x ] = Source[ x ] * InvLen;
Output[ y ] = Source[ y ] * InvLen;
Output[ z ] = Source[ z ] * InvLen;
}
make sure to compile with zombie escape compiler here!
Nobody Is That Busy If They Make Time
Here it's:
Code: Select all
/* - - - - - - - - - - - AMX Mod X script. | Author : Arkshine | Plugin : WPN Squeak Grenade | Version : v1.0.6 - without WM. (!) Support : http://forums.alliedmods.net/showthread.php?t=93659 (!) Version without WeaponMod required and for Zombie Plague. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Description : - - - - - - - Basically, it's almost the same weapon that you can see in Half-life 1. Snarks are small, red, and bulbous, with a large (in relation to body porportion) single green eye and a large pincer-like mandible. Snarks are normally calm creatures that show little signs of intelligence, but if they see any living creature other than another Snark, they immediately begin to attack it. They attack aggressively, persistently, and erratically, leaping and biting at their target. A full description can be found here : http://half-life.wikia.com/wiki/Snark . Requirement : - - - - - - - * CS 1.6 / CZ. * AMX Mod X 1.8.x or higher. Changelog : - - - - - - v1.0.6 : [ 11 jul 2009 ] (+) Initial release. Credits : - - - - - * HLSDK * DevconeS * VEN * Sproily ( Alternative models ) - - - - - - - - - - - */ #include <zombie_escape> #include <cstrike> #include <engine> #include <fun> #define Plugin "[ZE] Extra: Squeak Grenade" #define Version "1.0.6-wwm" #define Author "Arkshine" // --| Zombie Plaque: Extra item configuration. #define ZE_EXTRA_ITEM_NAME "Snark INFECTOR" #define ZE_EXTRA_ITEM_COST 14 // --| Comment if you want to use the default model from valve. #define ALTERNATIVE_MODEL // --| Snark trail. #define TRAIL_LIFE 40 // Life #define TRAIL_WIDTH 4 // Width #define TRAIL_RED 10 // Red #define TRAIL_GREEN 224 // Red #define TRAIL_BLUE 10 // Green #define TRAIL_BRIGTHNESS 200 // Blue /* - - - | WEAPON MODELS | - - - */ #if !defined ALTERNATIVE_MODEL new const gModel_P[] = "models/p_squeak.mdl"; new const gModel_V[] = "models/v_squeak.mdl"; #else new const gModel_P[] = "models/p_alt_squeak.mdl"; new const gModel_V[] = "models/v_alt_squeak_gflip.mdl"; #endif /* - - - | SNARK SOUNDS | - - - */ new const gSnarkHunt1Sound [] = "squeek/sqk_hunt1.wav"; new const gSnarkHunt2Sound [] = "squeek/sqk_hunt2.wav"; new const gSnarkHunt3Sound [] = "squeek/sqk_hunt3.wav"; new const gSnarkDieSound [] = "squeek/sqk_die1.wav"; new const gSnarkAttackSound [] = "squeek/sqk_deploy1.wav"; new const gSnarkBlastSound [] = "weapons/sqk_blast2.wav"; new const gSnarkBodySplatSound[] = "common/bodysplat.wav"; /* - - - | SNARK MODEL | - - - */ new #if !defined ALTERNATIVE_MODEL gSnarkModel[] = "models/w_squeak.mdl"; #else gSnarkModel[] = "models/w_alt_squeak.mdl"; #endif /* - - - | SEQUENCE | - - - */ enum { wsqueak_idle1, wsqueak_fidget, wsqueak_jump, wsqueak_run }; enum { squeak_idle1, squeak_fidgetfit, squeak_fidgetnip, squeak_down, squeak_up, squeak_throw }; /* - - | CONSTANTS | - - */ const BLOOD_COLOR_RED_N = 247; const BLOOD_COLOR_YELLOW_N = 195; const MAX_CLIENTS_N = 32; const MAX_KNIFE_MODEL_LENGTH = 128; const NONE = -1; const NULL_ENT = 0; enum _:Coord_e { Float:x, Float:y, Float:z }; enum _:Angle_e { Float:Pitch, Float:Yaw, Float:Roll }; enum { HuntThink = 1, SuperBounceTouch, RemoveSnark }; new const Float:gHullMin [ Coord_e ] = { -16.0, -16.0, -36.0 }; new const Float:gDuckHullMin[ Coord_e ] = { -16.0, -16.0, -18.0 }; new const gWeaponCommand [] = "weapon_hegrenade"; new const gWeaponIndex = CSW_HEGRENADE; new const gGenericEntity [] = "info_target"; new const gSnarkClassName[] = "wpn_snark"; /* - - - - | PLAYER/WEAPON OFFSETS | - - - - */ const m_flNextAttack = 83 // Player. const m_pActiveWeapon = 373; // Player. const m_pPlayer = 41; // Weapon. const m_flNextPrimaryAttack = 46; // Weapon. /* - - - | CUSTOM FIELD | - - - */ #define pev_NextHunt pev_fuser1 #define pev_NextBounceSoundTime pev_fuser2 #define pev_NextHit pev_fuser3 #define pev_NextAttack pev_fuser4 #define pev_DetonateDelay pev_ltime #define pev_RealOwner pev_iuser1 #define pev_Remove pev_iuser2 #define pev_EnemyTarget pev_vuser1 #define pev_PosPrev pev_vuser2 /* - - - | CVAR POINTER | - - - */ new pCvarAmmo; new pCvarRefireRate; new pCvarHealth; new pCvarVelocity; new pCvarDamagePop; new pCvarDamageRadius; new pCvarGravity; new pCvarFriction; new pCvarDetonateDelay; new pCvarFieldOfView; new pCvarShowTrail; /* - - - - | SPRITES/MODELS INDEX | - - - - */ new gBloodSpray; new gBloodDrop; new gSmokeTrail; /* - - - - | OTHERS STUFFS | - - - */ new bool:gHasSnark [ MAX_CLIENTS_N + 1 char ]; new bool:gWeaponActive[ MAX_CLIENTS_N + 1 char ]; new bool:gJustThrown [ MAX_CLIENTS_N + 1 char ]; new Float:gNextShot [ MAX_CLIENTS_N + 1 ]; new Float:gTimeWeaponIdle[ MAX_CLIENTS_N + 1 ]; new gPlayerAmmo[ MAX_CLIENTS_N + 1 char ]; new const gSnarkHealthReference = 10000; new gSnarkClassNameReference; new gMaxEntities; new gMaxClients; new gMsgidAmmoX; new gSnarInfector; /* - - | MACROS | - - */ #define VectorSubtract(%1,%2,%3) ( %3[ x ] = %1[ x ] - %2[ x ], %3[ y ] = %1[ y ] - %2[ y ], %3[ z ] = %1[ z ] - %2[ z ] ) #define VectorAdd(%1,%2,%3) ( %3[ x ] = %1[ x ] + %2[ x ], %3[ y ] = %1[ y ] + %2[ y ], %3[ z ] = %1[ z ] + %2[ z ] ) #define VectorCopy(%1,%2) ( %2[ x ] = %1[ x ], %2[ y ] = %1[ y ], %2[ z ] = %1[ z ] ) #define VectorScale(%1,%2,%3) ( %3[ x ] = %2 * %1[ x ], %3[ y ] = %2 * %1[ y ], %3[ z ] = %2 * %1[ z ] ) #define VectorMA(%1,%2,%3,%4) ( %4[ x ] = %1[ x ] + %2 * %3[ x ], %4[ y ] = %1[ y ] + %2 * %3[ y ], %4[ z ] = %1[ z ] + %2 * %3[ z ] ) #define VectorMS(%1,%2,%3,%4) ( %4[ x ] = %1[ x ] - %2 * %3[ x ], %4[ y ] = %1[ y ] - %2 * %3[ y ], %4[ z ] = %1[ z ] - %2 * %3[ z ] ) #define VectorLength(%1) ( floatsqroot ( %1[ x ] * %1[ x ] + %1[ y ] * %1[ y ] + %1[ z ] * %1[ z ] ) ) #define VectorEqual(%1,%2) ( %1[ x ] == %2[ x ] && %1[ y ] == %2[ y ] && %1[ z ] == %2[ z ] ) #define DotProduct(%1,%2) ( %1[ x ] * %2[ x ]+ %1[ y ] * %2[ y ] + %1[ z ] * %2[ z ] ) #define message_begin_f(%1,%2,%3) ( engfunc ( EngFunc_MessageBegin, %1, %2, %3 ) ) #define write_coord_f(%1) ( engfunc ( EngFunc_WriteCoord, %1 ) ) public plugin_precache () { // --| Weapon models. precache_model( gModel_P ); precache_model( gModel_V ); // --| Snark model. precache_model( gSnarkModel ); // --| Snark sounds. precache_sound( gSnarkBlastSound ); precache_sound( gSnarkBodySplatSound ); precache_sound( gSnarkDieSound ); precache_sound( gSnarkHunt1Sound ); precache_sound( gSnarkHunt2Sound ); precache_sound( gSnarkHunt3Sound ); precache_sound( gSnarkAttackSound ); gBloodSpray = precache_model( "sprites/bloodspray.spr" ); // initial blood gBloodDrop = precache_model( "sprites/blood.spr" ); // splattered blood } public plugin_init () { register_plugin( Plugin, Version, Author ); register_cvar( "ze_snark_version", Version, FCVAR_SERVER | FCVAR_SPONLY ); gSnarInfector = ze_register_item(ZE_EXTRA_ITEM_NAME, ZE_EXTRA_ITEM_COST, 0); pCvarAmmo = register_cvar( "wpn_sg_ammo" , "5" ); pCvarRefireRate = register_cvar( "wpn_sg_refire_rate" , "0.3" ); pCvarHealth = register_cvar( "wpn_sg_health" , "10" ); pCvarVelocity = register_cvar( "wpn_sg_velocity" , "200" ); pCvarDamagePop = register_cvar( "wpn_sg_damage_pop" , "6" ); pCvarDamageRadius = register_cvar( "wpn_sg_damage_radius" , "15" ); pCvarGravity = register_cvar( "wpn_sg_gravity" , "0.5" ); pCvarFriction = register_cvar( "wpn_sg_friction" , "0.5" ); pCvarDetonateDelay = register_cvar( "wpn_sg_detonate_delay" , "15" ); pCvarFieldOfView = register_cvar( "wpn_sg_fov" , "0" ); pCvarShowTrail = register_cvar( "wpn_sg_show_trail" , "1" ); RegisterHam( Ham_Item_Deploy , gWeaponCommand, "CSqueak_Deploy", 1 ); RegisterHam( Ham_Item_Holster, gWeaponCommand, "CSqueak_Holster", 1 ); RegisterHam( Ham_TakeDamage, gGenericEntity, "CSqueak_TakeDamage", 1 ); register_forward( FM_CmdStart, "CSqueak_HookButtons" ); register_forward( FM_PlayerPreThink, "CSqueak_WeaponIdle" ); register_think( gSnarkClassName, "CSqueak_HuntThink" ); register_touch( gSnarkClassName, "*", "CSqueak_SuperBounceTouch" ); // register_clcmd( "say test", "CSqueak_GiveWeapon" ); gMaxEntities = global_get( glb_maxEntities ); gMaxClients = global_get( glb_maxClients ); gSnarkClassNameReference = engfunc( EngFunc_AllocString, gSnarkClassName ); gMsgidAmmoX = get_user_msgid( "AmmoX" ); if ( get_pcvar_num( pCvarShowTrail ) ) { gSmokeTrail = engfunc( EngFunc_PrecacheModel, "sprites/smoke.spr" ); } } public ze_select_item_pre(id, itemid) { // Return Available and we will block it in Post, So it dosen't affect other plugins if (itemid != gSnarInfector) return ZE_ITEM_AVAILABLE // Available for Humans only, So don't show it for zombies if (ze_is_user_zombie(id)) return ZE_ITEM_DONT_SHOW return ZE_ITEM_AVAILABLE } public ze_select_item_post(id, itemid) { // This is not our item, Block it here if (itemid != gSnarInfector) return CSqueak_GiveWeapon ( id ); } public ze_roundend ( WinTeam ) { new Snark = -1; while ( ( Snark = find_ent_by_class( Snark, gSnarkClassName ) ) != NULL_ENT ) { CSqueak_Killed ( Snark, 0, true ); } for ( new Player = 1; Player <= gMaxClients; Player++ ) { CheckAndRemoveWeapon ( Player ); } } public ze_user_humanized ( Player ) { if ( !ze_is_user_zombie( Player ) ) { CheckAndRemoveWeapon ( Player ); } } stock CheckAndRemoveWeapon ( const Player ) { if ( user_has_weapon( Player, gWeaponIndex ) ) { RemoveWeapon ( Player, get_user_weapon( Player ) == gWeaponIndex ? get_pdata_cbase( Player, m_pActiveWeapon ) : find_ent_by_owner ( -1, gWeaponCommand, Player ) ); } } public client_connect ( Player ) { gHasSnark { Player } = false; gWeaponActive{ Player } = false; gJustThrown { Player } = false; gPlayerAmmo { Player } = get_pcvar_num( pCvarAmmo ); } public CSqueak_GiveWeapon( const Player ) { gHasSnark{ Player } = true; gPlayerAmmo{ Player } = get_pcvar_num( pCvarAmmo ); give_item( Player, gWeaponCommand ); engclient_cmd( Player, gWeaponCommand ); } public CSqueak_PrimaryAttack ( const Player ) { static Float:VAngle [ Angle_e ]; static Float:Origin [ Coord_e ]; static Float:TraceOrigin[ Coord_e ]; static Float:Forward [ Coord_e ]; static Float:Start [ Coord_e ]; static Float:End [ Coord_e ]; static Float:EndPos [ Coord_e ]; static Float:Velocity [ Coord_e ]; static Float:Fraction; if ( gPlayerAmmo{ Player } ) { if ( pev( Player, pev_waterlevel ) >= 3 ) { emit_sound( Player, CHAN_WEAPON, gSnarkDieSound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM + 5 ); gNextShot[ Player ] = get_gametime() + get_pcvar_float( pCvarRefireRate ); return PLUGIN_HANDLED; } pev( Player, pev_origin, Origin ); pev( Player, pev_v_angle, VAngle ); pev( Player, pev_velocity, Velocity ); engfunc( EngFunc_MakeVectors, VAngle ); VectorCopy( Origin, TraceOrigin ); if ( pev( Player, pev_flags ) & FL_DUCKING ) { TraceOrigin[ x ] = TraceOrigin[ x ] - ( gHullMin[ x ] - gDuckHullMin[ x ] ); TraceOrigin[ y ] = TraceOrigin[ y ] - ( gHullMin[ y ] - gDuckHullMin[ y ] ); TraceOrigin[ z ] = TraceOrigin[ z ] - ( gHullMin[ z ] - gDuckHullMin[ z ] ); } global_get( glb_v_forward, Forward ); VectorMA ( TraceOrigin, 20.0, Forward, Start ); VectorMA ( TraceOrigin, 64.0, Forward, End ); engfunc( EngFunc_TraceLine, Start, End, DONT_IGNORE_MONSTERS, NULL_ENT, 0 ); get_tr2( 0, TR_Fraction, Fraction ); get_tr2( 0, TR_vecEndPos, EndPos ); if ( !get_tr2( 0, TR_AllSolid ) && !get_tr2( 0, TR_StartSolid ) && Fraction > 0.25 ) { // --| Play the throw animation. UTIL_PlayWeaponAnimation ( Player, squeak_throw ); // --| player "shoot" animation // VectorMA ( Velocity, get_pcvar_float( pCvarVelocity ), Forward, Velocity ); if ( CSqueak_Create ( Player, EndPos, VAngle, Velocity ) ) { new Float:CurrentTime = get_gametime(); switch ( random_num( 0, 2 ) ) { case 0: emit_sound( Player, CHAN_WEAPON, gSnarkHunt1Sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM ); case 1: emit_sound( Player, CHAN_WEAPON, gSnarkHunt2Sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM ); case 2: emit_sound( Player, CHAN_WEAPON, gSnarkHunt3Sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM ); } gPlayerAmmo{ Player }--; gJustThrown{ Player } = true; UpdateHud ( Player ); gNextShot[ Player ] = CurrentTime + get_pcvar_float( pCvarRefireRate ); gTimeWeaponIdle[ Player ] = CurrentTime + 1.0; return PLUGIN_CONTINUE; } } } return PLUGIN_HANDLED; } public CSqueak_Deploy ( const Weapon ) { // --| Get the knife's owner index. new Player = get_pdata_cbase( Weapon, m_pPlayer, 4 ); if ( Player && gHasSnark{ Player } ) { // --| Change knife to snark weapon. ChangeWeaponToSnark ( Player ); // --| Play the deploy animation. UTIL_PlayWeaponAnimation ( Player, squeak_up ); emit_sound ( Weapon, CHAN_VOICE , random_float ( 0.0, 1.0 ) <= 0.5 ? gSnarkHunt2Sound : gSnarkHunt3Sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM ); // --| Block the primary attack. set_pdata_float( Weapon, m_flNextPrimaryAttack, 9999.0, 4 ); set_pdata_float( Player, m_flNextAttack, 9999.0 ); // --| Update Ammo on HUD. UpdateHud ( Player ); // --| We are holding the weapon. gWeaponActive{ Player } = true; } } public CSqueak_Holster ( const Weapon ) { // --| Get the knife's owner index. new Player = get_pdata_cbase( Weapon, m_pPlayer, 4 ); if ( Player && gHasSnark{ Player } && gWeaponActive{ Player } ) { // --| We are not holding the weapon anymore. gWeaponActive{ Player } = false; set_pdata_float( Player, m_flNextAttack, get_gametime() + 0.5 ); if ( !gPlayerAmmo{ Player } && user_has_weapon( Player, gWeaponIndex ) ) { RemoveWeapon ( Player, get_pdata_cbase( Player, m_pActiveWeapon ) ); } else { // --| Play the holster animation. UTIL_PlayWeaponAnimation ( Player, squeak_down ); emit_sound( Player, CHAN_WEAPON, "common/null.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM ); } } } public CSqueak_Killed ( const Snark, const Killer, const bool:ShouldGib ) { new Float:Direction[ Coord_e ]; new Float:Origin [ Coord_e ]; pev( Snark, pev_origin, Origin ); set_pev( Snark, pev_model, 0 ); set_pev( Snark, pev_Remove, RemoveSnark ); set_pev( Snark, pev_DetonateDelay, get_gametime() + 0.1 ); set_pev( Snark, pev_takedamage, DAMAGE_NO ); emit_sound( Snark, CHAN_ITEM, gSnarkBlastSound, VOL_NORM, ATTN_NORM / 2, 0, PITCH_NORM ); emit_sound( Snark, CHAN_VOICE, gSnarkBodySplatSound, 0.75, ATTN_NORM, 0, PITCH_NORM * 2 ); UTIL_RandomBloodVector( Direction ); FX_BloodDrips ( Origin, BLOOD_COLOR_YELLOW_N, .Amount = 60 ); FX_StreakSplash ( Origin, Direction, .Color = 5, .Count = 16, .Speed = 50, .VelocityRange = 200 ); UTIL_RadiusDamage ( Origin, Snark, pev( Snark, pev_RealOwner ), get_pcvar_float( pCvarDamagePop ), get_pcvar_float( pCvarDamageRadius ), DMG_BLAST ); } /* public CZombie_Killed ( const Zombie, const Human, const bool:ShouldGid ) { if ( ze_is_user_zombie( Zombie ) && gHasSnark{ Zombie } ) { } } */ public CSqueak_TakeDamage ( const Snark, const Inflictor, const Attacker, const Float:Damage, const DamageBits ) { if ( is_valid_ent( Snark ) && pev( Snark, pev_groupinfo ) == gSnarkClassNameReference ) { if ( pev( Snark, pev_health ) - gSnarkHealthReference <= 0 ) { CSqueak_Killed ( Snark, Attacker, .ShouldGib = true ); } } } public CSqueak_HookButtons ( const Player, const UC_Handle, const Seed ) { static Float:CurrentTime; static Buttons; if ( gHasSnark{ Player } && gWeaponActive{ Player } && ( Buttons = get_uc( UC_Handle, UC_Buttons ) ) & IN_ATTACK ) { CurrentTime = get_gametime(); if ( gNextShot[ Player ] > CurrentTime ) { return FMRES_HANDLED; } if ( CSqueak_PrimaryAttack ( Player ) == PLUGIN_HANDLED ) { return FMRES_HANDLED; } set_uc( UC_Handle, UC_Buttons, Buttons & ~IN_ATTACK ); return FMRES_HANDLED; } return FMRES_IGNORED; } public CSqueak_HuntThink ( const Snark ) { if ( !is_valid_ent( Snark ) ) { return HAM_IGNORED; } static Float:Origin [ Coord_e ]; static Float:Velocity[ Coord_e ]; static Float:Angles [ Coord_e ]; static Float:Flat [ Coord_e ]; static Float:CurrentTime; static Float:DieDelay; static Float:NextHunt; static Float:SPitch; static Enemy; pev( Snark, pev_velocity, Velocity ); pev( Snark, pev_origin, Origin ); if ( !UTIL_IsInWorld ( Origin, Velocity ) ) { set_pev( Snark, pev_flags, pev( Snark, pev_flags ) | FL_KILLME ); return HAM_IGNORED; } CurrentTime = get_gametime(); set_pev( Snark, pev_nextthink, CurrentTime + 0.1 ); pev( Snark, pev_NextHunt, NextHunt ); pev( Snark, pev_DetonateDelay, DieDelay ); pev( Snark, pev_angles, Angles ); if ( CurrentTime >= DieDelay ) { if ( pev( Snark, pev_Remove ) ) { set_pev( Snark, pev_flags, pev( Snark, pev_flags ) | FL_KILLME ); return HAM_IGNORED; } set_pev( Snark, pev_health, -1.0 ); CSqueak_Killed ( Snark, 0, true ); return HAM_IGNORED; } if ( pev( Snark, pev_waterlevel ) != 0 ) { if ( pev( Snark, pev_movetype ) == MOVETYPE_BOUNCE ) { set_pev( Snark, pev_movetype, MOVETYPE_FLY ); } VectorScale ( Velocity, 0.9, Velocity ); Velocity[ z ] += 8.0; set_pev( Snark, pev_velocity, Velocity ); } else if ( pev( Snark, pev_movetype ) == MOVETYPE_FLY ) { set_pev( Snark, pev_movetype, MOVETYPE_BOUNCE ); } if ( NextHunt > CurrentTime ) { return HAM_IGNORED; } set_pev( Snark, pev_NextHunt, CurrentTime + 2.0 ); VectorCopy ( Velocity, Flat ); Flat[ z ] = 0.0; VectorNormalize ( Flat, Flat ); engfunc( EngFunc_MakeVectors, Angles ); if ( ( Enemy = pev( Snark, pev_enemy ) ) == NULL_ENT || !is_user_alive( Enemy ) || ze_is_user_zombie( Enemy ) ) { Enemy = UTIL_BestVisibleEnemy ( Snark, 512.0 ); } if ( 0.3 <= DieDelay - CurrentTime <= 0.5 ) { set_pev( Snark, pev_scale, 2.0 ); emit_sound( Snark, CHAN_VOICE, gSnarkDieSound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM + random_num( 0, 0x3F ) ); } SPitch = 155.0 - 60.0 * ( ( DieDelay - CurrentTime ) / get_pcvar_float( pCvarDetonateDelay ) ); if ( SPitch < 80.0 ) { SPitch = 80.0; } if ( Enemy != NULL_ENT && !ze_is_user_zombie( Enemy ) ) { static Float:Target[ Coord_e ]; static Float:Vel; static Float:Adj; pev( Snark, pev_EnemyTarget, Target ); if ( UTIL_FVisible( Snark, Enemy ) ) { static Float:EyePosition[ Coord_e ]; UTIL_EyePosition ( Enemy, EyePosition ); VectorSubtract ( EyePosition, Origin, Target ); VectorNormalize ( Target, Target ); set_pev( Snark, pev_EnemyTarget, Target ); } Vel = VectorLength ( Velocity ); Adj = 50.0 / ( Vel + 10.0 ); if ( Adj > 1.2 ) { Adj = 1.2; } Velocity[ x ] = Velocity[ x ] * Adj + Target[ x ] * 300.0; Velocity[ y ] = Velocity[ y ] * Adj + Target[ y ] * 300.0; Velocity[ z ] = Velocity[ z ] * Adj + Target[ z ] * 300.0; set_pev( Snark, pev_velocity, Velocity ); } if ( pev( Snark, pev_flags ) & FL_ONGROUND ) { set_pev( Snark, pev_avelocity, Float:{ 0.0, 0.0, 0.0 } ); } else { static Float:AVelocity[ Coord_e ]; pev( Snark, pev_avelocity, AVelocity ); if ( AVelocity[ x ] == 0.0 && AVelocity[ y ] == 0.0 && AVelocity[ z ] == 0.0 ) { AVelocity[ x ] = random_float( -100.0, 100.0 ); AVelocity[ z ] = random_float( -100.0, 100.0 ); set_pev( Snark, pev_avelocity, AVelocity ); } } static Float:PosPrev[ Coord_e ]; pev( Snark, pev_PosPrev, PosPrev ); VectorSubtract ( Origin, PosPrev, PosPrev ); if ( VectorLength ( PosPrev ) < 1.0 ) { Velocity[ x ] = random_float( -100.0, 100.0 ); Velocity[ y ] = random_float( -100.0, 100.0 ); set_pev( Snark, pev_velocity, Velocity ); } set_pev( Snark, pev_PosPrev, Origin ); vector_to_angle( Velocity, Angles ); Angles[ z ] = 0.0; Angles[ x ] = 0.0; set_pev( Snark, pev_angles, Angles ); return HAM_IGNORED; } public CSqueak_SuperBounceTouch ( const Snark, const Other ) { if ( !is_valid_ent( Snark ) ) { return; } static Float:Angles [ Angle_e ]; static Float:NextHit; static Float:DieDelay; static Float:NextAttack; static Float:NextBounceSoundTime; static Float:SPitch; static Float:CurrentTime; static Owner; Owner = pev( Snark, pev_owner ); if ( Owner && Other == Owner ) { return; } SPitch = PITCH_NORM * 1.0; CurrentTime = get_gametime(); set_pev( Snark, pev_owner, NULL_ENT ); pev( Snark, pev_angles, Angles ); pev( Snark, pev_NextHit, NextHit ); pev( Snark, pev_DetonateDelay, DieDelay ); pev( Snark, pev_NextAttack, NextAttack ); pev( Snark, pev_NextBounceSoundTime, NextBounceSoundTime ); Angles[ x ] = 0.0; Angles[ z ] = 0.0; set_pev( Snark, pev_angles, Angles ); if ( NextHit > CurrentTime ) { return; } SPitch = 155.0 - 60.0 * ( ( DieDelay - CurrentTime ) / get_pcvar_float( pCvarDetonateDelay ) ); if ( 1 <= Other <= gMaxClients && pev( Other, pev_takedamage ) && NextAttack < CurrentTime ) { static Hit; Hit = global_get( glb_trace_ent ); if ( Hit == Other && pev( Hit, pev_modelindex ) != pev( Snark, pev_modelindex ) && 1 <= Other <= gMaxClients ) { Owner = pev( Snark, pev_RealOwner ); if ( !ze_is_user_zombie( Other ) && GetAlivePlayersNum(CsTeams:TEAM_CT) == 1 ) { static Float:Forward [ Coord_e ]; static Float:EndPos [ Coord_e ]; static Float:OriginSnark[ Coord_e ]; static Float:OriginOther[ Coord_e ]; static Trace; static Float:Damage; Trace = create_tr2(); pev( Snark, pev_dmg, Damage ); pev( Snark, pev_origin, OriginSnark ); pev( Other, pev_origin, OriginOther ); engfunc( EngFunc_TraceLine, OriginSnark, OriginOther, DONT_IGNORE_MONSTERS, Snark, Trace ); get_tr2( Trace, TR_vecPlaneNormal, Forward ); get_tr2( Trace, TR_vecEndPos, EndPos ); ExecuteHam( Ham_TraceBleed, Other, Damage, Forward, Trace, DMG_SLASH ); free_tr2( Trace ); FX_BloodDrips ( EndPos, BLOOD_COLOR_RED_N, .Amount = floatround( Damage ) ); ExecuteHam( Ham_TakeDamage, Other, Snark, Owner, Damage, DMG_SLASH ); set_pev( Snark, pev_dmg, pev( Snark, pev_dmg ) + get_pcvar_float( pCvarDamagePop ) ); } else { ze_set_user_zombie( Other ); ze_set_escape_coins( Owner, ze_get_escape_coins( Owner ) + 2 ); set_user_frags( Owner, get_user_frags( Owner ) + 1 ); set_pev( Snark, pev_enemy, NULL_ENT ); } emit_sound( Snark, CHAN_WEAPON, gSnarkAttackSound, VOL_NORM, ATTN_NORM, 0, floatround( SPitch ) ); set_pev( Snark, pev_NextAttack, CurrentTime + 0.5 ); } } set_pev( Snark, pev_NextHit, CurrentTime + 0.1 ); set_pev( Snark, pev_NextHunt, CurrentTime ); if ( CurrentTime < NextBounceSoundTime ) { return; } if ( !( pev( Snark, pev_flags ) & FL_ONGROUND ) ) { switch ( random( 10 ) ) { case 0 .. 3 : emit_sound( Snark, CHAN_VOICE, gSnarkHunt1Sound, VOL_NORM, ATTN_NORM, 0, floatround( SPitch ) ); case 4 .. 7 : emit_sound( Snark, CHAN_VOICE, gSnarkHunt2Sound, VOL_NORM, ATTN_NORM, 0, floatround( SPitch ) ); default : emit_sound( Snark, CHAN_VOICE, gSnarkHunt3Sound, VOL_NORM, ATTN_NORM, 0, floatround( SPitch ) ); } } set_pev( Snark, pev_NextBounceSoundTime, CurrentTime + 0.5 ); } CSqueak_Create ( const Player, const Float:Origin[ Coord_e ], const Float:Angles[ Coord_e], const Float:Velocity[ Coord_e ] ) { new Snark = create_entity( gGenericEntity ); if ( is_valid_ent( Snark ) ) { set_pev( Snark, pev_classname, gSnarkClassName ); set_pev( Snark, pev_groupinfo, gSnarkClassNameReference ); set_pev( Snark, pev_owner, Player ); set_pev( Snark, pev_origin, Origin ); set_pev( Snark, pev_angles, Angles ); set_pev( Snark, pev_velocity, Velocity ); CSqueak_Spawn ( Player, Snark, Origin ); return Snark; } return NULL_ENT; } CSqueak_Spawn ( const Player, const Snark, const Float:Origin[ Coord_e ] ) { new Float:CurrentTime = get_gametime(); set_pev( Snark, pev_movetype, MOVETYPE_BOUNCE ); set_pev( Snark, pev_solid, SOLID_BBOX ); entity_set_model ( Snark, gSnarkModel ); entity_set_size ( Snark, Float:{ -4.0, -4.0, 0.0 }, Float:{ 4.0, 4.0, 8.0 } ); entity_set_origin( Snark, Origin ); set_pev( Snark, pev_nextthink, CurrentTime + 0.1 ); set_pev( Snark, pev_NextHunt, CurrentTime + 1000000.0 ); // NextHunt set_pev( Snark, pev_DetonateDelay, CurrentTime + get_pcvar_float( pCvarDetonateDelay ) ); // DetonateDelay set_pev( Snark, pev_NextBounceSoundTime, CurrentTime ); // NextBounceSoundTime set_pev( Snark, pev_RealOwner, Player ); // RealOwner set_pev( Snark, pev_flags, pev( Snark, pev_flags ) | FL_MONSTER ); set_pev( Snark, pev_takedamage, DAMAGE_AIM ); set_pev( Snark, pev_health, get_pcvar_float( pCvarHealth ) + gSnarkHealthReference ); set_pev( Snark, pev_gravity, get_pcvar_float( pCvarGravity ) ); set_pev( Snark, pev_friction, get_pcvar_float( pCvarFriction ) ); set_pev( Snark, pev_fov, get_pcvar_num( pCvarFieldOfView ) ); // set_pev( Snark, pev_dmg, get_pcvar_float( pCvarDamagePop ) ); // --| Force snark to run. set_pev( Snark, pev_sequence, wsqueak_run ); set_pev( Snark, pev_framerate, 1.0 ); set_pev( Snark, pev_animtime, CurrentTime ); if ( get_pcvar_num( pCvarShowTrail ) ) { message_begin ( MSG_BROADCAST, SVC_TEMPENTITY ); write_byte ( TE_BEAMFOLLOW ); write_short ( Snark ); write_short ( gSmokeTrail ); write_byte ( TRAIL_LIFE ); // life write_byte ( TRAIL_WIDTH ); // width write_byte ( TRAIL_RED ); write_byte ( TRAIL_GREEN ); write_byte ( TRAIL_BLUE ); write_byte ( TRAIL_BRIGTHNESS ); message_end(); } } public CSqueak_WeaponIdle ( const Player ) { if ( gHasSnark{ Player } && gWeaponActive{ Player } ) { static Float:CurrentTime; CurrentTime = get_gametime(); if ( gTimeWeaponIdle[ Player ] > CurrentTime ) { return; } if ( gJustThrown{ Player } ) { gJustThrown{ Player } = false; if ( !gPlayerAmmo{ Player } ) { RemoveWeapon ( Player, get_pdata_cbase( Player, m_pActiveWeapon ) ); return; } UTIL_PlayWeaponAnimation ( Player, squeak_up ); gTimeWeaponIdle[ Player ] = CurrentTime + random_float ( 10.0, 15.0 ); return; } new Animation; new Float:NewTime; switch ( random_num( 0, 10 ) ) { case 0 .. 6 : { Animation = squeak_idle1; NewTime = 30.0 / 16.0 * ( 2.0 ); } case 7 .. 8 : { Animation = squeak_fidgetfit; NewTime = 70.0 / 16.0; } default : { Animation = squeak_fidgetnip; NewTime = 80.0 / 16.0; } } UTIL_PlayWeaponAnimation ( Player, Animation ); gTimeWeaponIdle[ Player ] = CurrentTime + NewTime; } } ChangeWeaponToSnark ( const Player ) { set_pev( Player, pev_viewmodel2 , gModel_V ); set_pev( Player, pev_weaponmodel2, gModel_P ); } UpdateHud ( const Player ) { message_begin( MSG_ONE_UNRELIABLE, gMsgidAmmoX, .player = Player ); write_byte( 12 ); write_byte( gPlayerAmmo{ Player } ); message_end(); } RemoveWeapon ( const Player, const Weapon ) { ExecuteHamB( Ham_Weapon_RetireWeapon, Weapon ); ExecuteHamB( Ham_RemovePlayerItem, Player, Weapon ); ExecuteHamB( Ham_Item_Kill, Weapon ); set_pev( Player, pev_weapons, pev( Player, pev_weapons ) & ~( 1 << gWeaponIndex ) ); cs_set_user_bpammo( Player, gWeaponIndex, 0 ); gHasSnark{ Player } = false; gWeaponActive{ Player } = false; } stock bool:UTIL_IsBSPModel ( const Entity ) { return ( pev( entity, pev_solid ) == SOLID_BSP || pev( Entity, pev_movetype ) == MOVETYPE_STEP ); } UTIL_BestVisibleEnemy ( const Snark, const Float:DistanceToSearch /* , const Flags */ ) { static List[ MAX_CLIENTS_N ]; static Float:Distance; static Float:Nearest; static ReturnEntity; static Count; static Entity; static i; Nearest = 8192.0; ReturnEntity = NULL_ENT; Count = find_sphere_class( Snark, "player", DistanceToSearch, List, sizeof List ); for ( i = 0; i < Count; i++ ) { Entity = List[ i ]; if ( ze_is_user_zombie( Entity ) ) { continue; } if ( UTIL_FInViewCone ( Snark, Entity ) && UTIL_FVisible( Snark, Entity ) ) { if ( ( Distance = entity_range( Snark, Entity ) ) <= Nearest ) { Nearest = Distance; ReturnEntity = Entity; } } } set_pev( Snark, pev_enemy, ReturnEntity ); return ReturnEntity; } 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(); } bool:UTIL_IsInWorld ( const Float:Origin[ Coord_e ], const Float:Velocity[ Coord_e ] ) { static i; for ( i = x; i <= z; i++ ) { if ( !( -4096.0 < Origin[ i ] < 4096.0 ) && !( -2000.0 < Velocity[ x ] < 2000.0 ) ) { return false; } } return true; } UTIL_RandomBloodVector ( Float:Direction[ Coord_e ] ) { Direction[ x ] = random_float( -1.0, 1.0 ); Direction[ y ] = random_float( -1.0, 1.0 ); Direction[ z ] = random_float( 0.0, 1.0 ); } FX_BloodDrips ( const Float:Origin[ Coord_e ], const BloodColor, const Amount ) { message_begin_f( MSG_PVS, SVC_TEMPENTITY, Origin, NULL_ENT ); write_byte( TE_BLOODSPRITE ); write_coord_f( Origin[ x ] ); write_coord_f( Origin[ y ] ); write_coord_f( Origin[ z ] ); write_short( gBloodSpray ); // initial sprite model write_short( gBloodDrop ); // droplet sprite models write_byte( BloodColor ); // color index into host_basepal write_byte( min( max( 3, ( Amount > 255 ? 255 : Amount ) / 10 ), 16 ) ); // size message_end(); } FX_StreakSplash ( const Float:Origin[ Coord_e ], const Float:Direction[ Coord_e ], const Color, const Count, const Speed, const VelocityRange ) { message_begin_f( MSG_PVS, SVC_TEMPENTITY, Origin, NULL_ENT ); write_byte( TE_STREAK_SPLASH ); write_coord_f( Origin[ x ] ); write_coord_f( Origin[ y ] ); write_coord_f( Origin[ z ] ); write_coord_f( Direction[ x ] ); write_coord_f( Direction[ y ] ); write_coord_f( Direction[ z ] ); write_byte( min( Color, 255 ) ); write_short( Count ); write_short( Speed ); write_short( VelocityRange );// random velocity modifier message_end(); } stock FX_TraceBleed( const Victim, const Float:Damage, const Float:Dir[ Coord_e ], const TraceResult:Trace ) { new TraceResult:BloodTrace; new Float:TraceDir[ Coord_e ]; new Float:EndPos [ Coord_e ]; new Float:Noise; new Float:Fraction; new Count; if ( Damage < 10 ) { Noise = 0.1; Count = 1; } else if ( Damage < 25 ) { Noise = 0.2; Count = 2; } else { Noise = 0.3; Count = 4; } for ( new i = 0 ; i < Count ; i++ ) { VectorScale ( Dir, -1.0, TraceDir ); TraceDir[ x ] += random_float( -Noise, Noise ); TraceDir[ y ] += random_float( -Noise, Noise ); TraceDir[ z ] += random_float( -Noise, Noise ); get_tr2( Trace, TR_vecEndPos, EndPos ); VectorMA ( EndPos, -172.0, TraceDir, TraceDir ); engfunc( EngFunc_TraceLine, EndPos, TraceDir, IGNORE_MONSTERS, Victim, BloodTrace ); get_tr2( BloodTrace, TR_flFraction, Fraction ); if ( Fraction != 1.0 ) { FX_BloodDecalTrace( BloodTrace, EndPos, BLOOD_COLOR_RED_N ); } } } stock FX_BloodDecalTrace ( const TraceResult:Trace, const Float:EndPos[ Coord_e ], const BloodColor ) { new Hit; new BaseIndex; new DecalIndex; new Float:Fraction; switch ( BloodColor ) { case BLOOD_COLOR_YELLOW_N : BaseIndex = get_decal_index( "{yblood1" ); case BLOOD_COLOR_RED_N : BaseIndex = get_decal_index( "{blood1" ); } DecalIndex = BaseIndex + random_num( 0, 5 ); Hit = max( 0, get_tr2( Trace, TR_pHit ) ); get_tr2( Trace, TR_flFraction, Fraction ); if ( Fraction == 1.0 || ( Hit && !UTIL_IsBSPModel ( Hit ) ) ) { return; } message_begin( MSG_BROADCAST, SVC_TEMPENTITY ); write_byte( Hit ? TE_DECAL : TE_WORLDDECAL ); write_coord_f( EndPos[ x ] ); write_coord_f( EndPos[ y ] ); write_coord_f( EndPos[ z ] ); write_byte( DecalIndex ); if ( Hit ) { write_short( Hit ); } message_end(); } stock UTIL_RadiusDamage ( const Float:Origin[ Coord_e ], const Inflictor, const Attacker, const Float:Damage, const Float:Radius, const DamageBits ) { static Entity; static Trace; static Float:AdjustedDamage; static bool:InWater; Entity = NULL_ENT; InWater = UTIL_LiquidContents( Origin ); while ( ( Entity = find_ent_in_sphere( Entity, Origin, Radius ) ) != NULL_ENT ) { if ( Entity == Inflictor ) { continue; } if ( pev( Entity, pev_takedamage ) && !ze_is_user_zombie( Entity ) && !(GetAlivePlayersNum(CsTeams:TEAM_CT) == 1) ) { static Float:EntOrigin[ Coord_e ]; static Float:EndPos [ Coord_e ]; static Float:Fraction; pev( Entity, pev_origin, EntOrigin ); engfunc( EngFunc_TraceLine, Origin, EntOrigin, IGNORE_MONSTERS, Inflictor, Trace ); get_tr2( Trace, TR_flFraction, Fraction ); get_tr2( Trace, TR_vecEndPos, EndPos ); if ( Fraction == 1.0 || get_tr2( Trace, TR_pHit ) == Entity ) { static Float:Delta[ Coord_e ]; static Float:Len; if ( get_tr2( Trace, TR_StartSolid ) ) { EndPos = Origin; Fraction = 0.0; } AdjustedDamage = Damage; VectorSubtract ( EndPos, Origin, Delta ); if ( ( Len = VectorLength ( Delta ) ) != 0.0 ) { VectorScale ( Delta, 1 / Len, Delta ); } if ( Len > 2.0 ) { Len -= 2.0; } if ( ( AdjustedDamage *= ( 1.0 - Len / Radius ) ) <= 0 ) { continue; } if ( InWater || pev( Entity, pev_waterlevel ) > 2 ) { AdjustedDamage *= 0.5; } if ( Fraction != 1.0 ) { ExecuteHam( Ham_TraceAttack, Entity, Inflictor, AdjustedDamage, Delta, Trace, DamageBits ); ExecuteHam( Ham_TakeDamage, Entity, Inflictor, Attacker, AdjustedDamage, DamageBits ); } else { ExecuteHam( Ham_TakeDamage, Entity, Inflictor, Attacker, AdjustedDamage, DamageBits ); } } } } } stock UTIL_EntitiesInBox ( List[], const ListMax, const Float:Mins[ Coord_e ], const Float:Maxs[ Coord_e ], const Flags ) { /* static Float:Origin [ Coord_e ]; static Float:Delta [ Coord_e ]; static Float:Mins [ Coord_e ]; static Float:Maxs [ Coord_e ]; pev( Snark, pev_origin, Origin ); Delta[ x ] = Delta[ y ] = Delta[ z ] = DistanceToSearch; VectorSubtract ( Origin, Delta, Mins ); VectorAdd ( Origin, Delta, Maxs ); Count = UTIL_EntitiesInBox ( List, sizeof List, Mins, Maxs, Flags ); */ static Float:AbsMins[ Coord_e ]; static Float:AbsMaxs[ Coord_e ]; static Count; static Entity; Count = 0; for ( Entity = 1; Entity <= gMaxEntities; Entity++ ) if( is_valid_ent( Entity ) ) { if ( !( pev( Entity, pev_flags ) & Flags ) ) { continue; } pev( Entity, pev_absmin, AbsMins ); pev( Entity, pev_absmax, AbsMaxs ); if ( Mins[ x ] > AbsMaxs[ x ] || Mins[ y ] > AbsMaxs[ y ] || Mins[ z ] > AbsMaxs[ z ] || Maxs[ x ] < AbsMins[ x ] || Maxs[ y ] < AbsMins[ y ] || Maxs[ z ] < AbsMins[ z ] ) { continue; } List[ Count ] = Entity; if ( Count++ >= ListMax ) { return Count; } } return Count; } bool:UTIL_FVisible ( const Entity, const Other ) { static Float:LookerOrigin[ Coord_e ]; static Float:TargetOrigin[ Coord_e ]; static Float:Fraction; static LookerWLevel; static TargetWLevel; if ( pev( Other, pev_flags ) & FL_NOTARGET ) { return false; } LookerWLevel = pev ( Entity, pev_waterlevel ); TargetWLevel = pev ( Other, pev_waterlevel ); if ( ( LookerWLevel != 3 && TargetWLevel == 3 ) || ( LookerWLevel == 3 && TargetWLevel == 0 ) ) { return false; } UTIL_EyePosition ( Entity, LookerOrigin ); UTIL_EyePosition ( Other, TargetOrigin ); engfunc( EngFunc_TraceLine, LookerOrigin, TargetOrigin, IGNORE_MONSTERS | IGNORE_GLASS, Entity, 0 ); get_tr2( 0, TR_flFraction, Fraction ); return Fraction == 1.0 ? true : false; } bool:UTIL_FInViewCone ( const Entity, const Other ) { static Float:Angles [ Coord_e ]; static Float:HOrigin[ Coord_e ]; static Float:Origin [ Coord_e ]; pev( Entity, pev_angles, Angles ); engfunc( EngFunc_MakeVectors, Angles ); global_get( glb_v_forward, Angles ); Angles[ z ] = 0.0; pev( Entity, pev_origin, HOrigin ); pev( Other, pev_origin, Origin ); VectorSubtract ( Origin, HOrigin, Origin ); Origin[ z ] = 0.0; VectorNormalize ( Origin, Origin ); if ( DotProduct ( Origin, Angles ) > pev( Entity, pev_fov ) ) { return true; } return false; } UTIL_EyePosition ( const Entity, Float:Origin[ Coord_e ] ) { static Float:ViewOfs[ Coord_e ]; pev( Entity, pev_origin, Origin ); pev( Entity, pev_view_ofs, ViewOfs ); VectorAdd ( Origin, ViewOfs, Origin ); } stock bool:UTIL_LiquidContents( const Float:Source[ Coord_e ] ) { new Contents = point_contents( Source ); return ( Contents == CONTENTS_WATER || Contents == CONTENTS_SLIME || Contents == CONTENTS_LAVA ); } VectorNormalize ( const Float:Source[ Coord_e ], Float:Output[ Coord_e ] ) { static Float:InvLen; InvLen = 1.0 / VectorLength ( Source ); Output[ x ] = Source[ x ] * InvLen; Output[ y ] = Source[ y ] * InvLen; Output[ z ] = Source[ z ] * InvLen; }
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it's the same as me bro !Raheem wrote: ↑5 years ago Here it's:
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/* - - - - - - - - - - - AMX Mod X script. | Author : Arkshine | Plugin : WPN Squeak Grenade | Version : v1.0.6 - without WM. (!) Support : http://forums.alliedmods.net/showthread.php?t=93659 (!) Version without WeaponMod required and for Zombie Plague. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Description : - - - - - - - Basically, it's almost the same weapon that you can see in Half-life 1. Snarks are small, red, and bulbous, with a large (in relation to body porportion) single green eye and a large pincer-like mandible. Snarks are normally calm creatures that show little signs of intelligence, but if they see any living creature other than another Snark, they immediately begin to attack it. They attack aggressively, persistently, and erratically, leaping and biting at their target. A full description can be found here : http://half-life.wikia.com/wiki/Snark . Requirement : - - - - - - - * CS 1.6 / CZ. * AMX Mod X 1.8.x or higher. Changelog : - - - - - - v1.0.6 : [ 11 jul 2009 ] (+) Initial release. Credits : - - - - - * HLSDK * DevconeS * VEN * Sproily ( Alternative models ) - - - - - - - - - - - */ #include <zombie_escape> #include <cstrike> #include <engine> #include <fun> #define Plugin "[ZE] Extra: Squeak Grenade" #define Version "1.0.6-wwm" #define Author "Arkshine" // --| Zombie Plaque: Extra item configuration. #define ZE_EXTRA_ITEM_NAME "Snark INFECTOR" #define ZE_EXTRA_ITEM_COST 14 // --| Comment if you want to use the default model from valve. #define ALTERNATIVE_MODEL // --| Snark trail. #define TRAIL_LIFE 40 // Life #define TRAIL_WIDTH 4 // Width #define TRAIL_RED 10 // Red #define TRAIL_GREEN 224 // Red #define TRAIL_BLUE 10 // Green #define TRAIL_BRIGTHNESS 200 // Blue /* - - - | WEAPON MODELS | - - - */ #if !defined ALTERNATIVE_MODEL new const gModel_P[] = "models/p_squeak.mdl"; new const gModel_V[] = "models/v_squeak.mdl"; #else new const gModel_P[] = "models/p_alt_squeak.mdl"; new const gModel_V[] = "models/v_alt_squeak_gflip.mdl"; #endif /* - - - | SNARK SOUNDS | - - - */ new const gSnarkHunt1Sound [] = "squeek/sqk_hunt1.wav"; new const gSnarkHunt2Sound [] = "squeek/sqk_hunt2.wav"; new const gSnarkHunt3Sound [] = "squeek/sqk_hunt3.wav"; new const gSnarkDieSound [] = "squeek/sqk_die1.wav"; new const gSnarkAttackSound [] = "squeek/sqk_deploy1.wav"; new const gSnarkBlastSound [] = "weapons/sqk_blast2.wav"; new const gSnarkBodySplatSound[] = "common/bodysplat.wav"; /* - - - | SNARK MODEL | - - - */ new #if !defined ALTERNATIVE_MODEL gSnarkModel[] = "models/w_squeak.mdl"; #else gSnarkModel[] = "models/w_alt_squeak.mdl"; #endif /* - - - | SEQUENCE | - - - */ enum { wsqueak_idle1, wsqueak_fidget, wsqueak_jump, wsqueak_run }; enum { squeak_idle1, squeak_fidgetfit, squeak_fidgetnip, squeak_down, squeak_up, squeak_throw }; /* - - | CONSTANTS | - - */ const BLOOD_COLOR_RED_N = 247; const BLOOD_COLOR_YELLOW_N = 195; const MAX_CLIENTS_N = 32; const MAX_KNIFE_MODEL_LENGTH = 128; const NONE = -1; const NULL_ENT = 0; enum _:Coord_e { Float:x, Float:y, Float:z }; enum _:Angle_e { Float:Pitch, Float:Yaw, Float:Roll }; enum { HuntThink = 1, SuperBounceTouch, RemoveSnark }; new const Float:gHullMin [ Coord_e ] = { -16.0, -16.0, -36.0 }; new const Float:gDuckHullMin[ Coord_e ] = { -16.0, -16.0, -18.0 }; new const gWeaponCommand [] = "weapon_hegrenade"; new const gWeaponIndex = CSW_HEGRENADE; new const gGenericEntity [] = "info_target"; new const gSnarkClassName[] = "wpn_snark"; /* - - - - | PLAYER/WEAPON OFFSETS | - - - - */ const m_flNextAttack = 83 // Player. const m_pActiveWeapon = 373; // Player. const m_pPlayer = 41; // Weapon. const m_flNextPrimaryAttack = 46; // Weapon. /* - - - | CUSTOM FIELD | - - - */ #define pev_NextHunt pev_fuser1 #define pev_NextBounceSoundTime pev_fuser2 #define pev_NextHit pev_fuser3 #define pev_NextAttack pev_fuser4 #define pev_DetonateDelay pev_ltime #define pev_RealOwner pev_iuser1 #define pev_Remove pev_iuser2 #define pev_EnemyTarget pev_vuser1 #define pev_PosPrev pev_vuser2 /* - - - | CVAR POINTER | - - - */ new pCvarAmmo; new pCvarRefireRate; new pCvarHealth; new pCvarVelocity; new pCvarDamagePop; new pCvarDamageRadius; new pCvarGravity; new pCvarFriction; new pCvarDetonateDelay; new pCvarFieldOfView; new pCvarShowTrail; /* - - - - | SPRITES/MODELS INDEX | - - - - */ new gBloodSpray; new gBloodDrop; new gSmokeTrail; /* - - - - | OTHERS STUFFS | - - - */ new bool:gHasSnark [ MAX_CLIENTS_N + 1 char ]; new bool:gWeaponActive[ MAX_CLIENTS_N + 1 char ]; new bool:gJustThrown [ MAX_CLIENTS_N + 1 char ]; new Float:gNextShot [ MAX_CLIENTS_N + 1 ]; new Float:gTimeWeaponIdle[ MAX_CLIENTS_N + 1 ]; new gPlayerAmmo[ MAX_CLIENTS_N + 1 char ]; new const gSnarkHealthReference = 10000; new gSnarkClassNameReference; new gMaxEntities; new gMaxClients; new gMsgidAmmoX; new gSnarInfector; /* - - | MACROS | - - */ #define VectorSubtract(%1,%2,%3) ( %3[ x ] = %1[ x ] - %2[ x ], %3[ y ] = %1[ y ] - %2[ y ], %3[ z ] = %1[ z ] - %2[ z ] ) #define VectorAdd(%1,%2,%3) ( %3[ x ] = %1[ x ] + %2[ x ], %3[ y ] = %1[ y ] + %2[ y ], %3[ z ] = %1[ z ] + %2[ z ] ) #define VectorCopy(%1,%2) ( %2[ x ] = %1[ x ], %2[ y ] = %1[ y ], %2[ z ] = %1[ z ] ) #define VectorScale(%1,%2,%3) ( %3[ x ] = %2 * %1[ x ], %3[ y ] = %2 * %1[ y ], %3[ z ] = %2 * %1[ z ] ) #define VectorMA(%1,%2,%3,%4) ( %4[ x ] = %1[ x ] + %2 * %3[ x ], %4[ y ] = %1[ y ] + %2 * %3[ y ], %4[ z ] = %1[ z ] + %2 * %3[ z ] ) #define VectorMS(%1,%2,%3,%4) ( %4[ x ] = %1[ x ] - %2 * %3[ x ], %4[ y ] = %1[ y ] - %2 * %3[ y ], %4[ z ] = %1[ z ] - %2 * %3[ z ] ) #define VectorLength(%1) ( floatsqroot ( %1[ x ] * %1[ x ] + %1[ y ] * %1[ y ] + %1[ z ] * %1[ z ] ) ) #define VectorEqual(%1,%2) ( %1[ x ] == %2[ x ] && %1[ y ] == %2[ y ] && %1[ z ] == %2[ z ] ) #define DotProduct(%1,%2) ( %1[ x ] * %2[ x ]+ %1[ y ] * %2[ y ] + %1[ z ] * %2[ z ] ) #define message_begin_f(%1,%2,%3) ( engfunc ( EngFunc_MessageBegin, %1, %2, %3 ) ) #define write_coord_f(%1) ( engfunc ( EngFunc_WriteCoord, %1 ) ) public plugin_precache () { // --| Weapon models. precache_model( gModel_P ); precache_model( gModel_V ); // --| Snark model. precache_model( gSnarkModel ); // --| Snark sounds. precache_sound( gSnarkBlastSound ); precache_sound( gSnarkBodySplatSound ); precache_sound( gSnarkDieSound ); precache_sound( gSnarkHunt1Sound ); precache_sound( gSnarkHunt2Sound ); precache_sound( gSnarkHunt3Sound ); precache_sound( gSnarkAttackSound ); gBloodSpray = precache_model( "sprites/bloodspray.spr" ); // initial blood gBloodDrop = precache_model( "sprites/blood.spr" ); // splattered blood } public plugin_init () { register_plugin( Plugin, Version, Author ); register_cvar( "ze_snark_version", Version, FCVAR_SERVER | FCVAR_SPONLY ); gSnarInfector = ze_register_item(ZE_EXTRA_ITEM_NAME, ZE_EXTRA_ITEM_COST, 0); pCvarAmmo = register_cvar( "wpn_sg_ammo" , "5" ); pCvarRefireRate = register_cvar( "wpn_sg_refire_rate" , "0.3" ); pCvarHealth = register_cvar( "wpn_sg_health" , "10" ); pCvarVelocity = register_cvar( "wpn_sg_velocity" , "200" ); pCvarDamagePop = register_cvar( "wpn_sg_damage_pop" , "6" ); pCvarDamageRadius = register_cvar( "wpn_sg_damage_radius" , "15" ); pCvarGravity = register_cvar( "wpn_sg_gravity" , "0.5" ); pCvarFriction = register_cvar( "wpn_sg_friction" , "0.5" ); pCvarDetonateDelay = register_cvar( "wpn_sg_detonate_delay" , "15" ); pCvarFieldOfView = register_cvar( "wpn_sg_fov" , "0" ); pCvarShowTrail = register_cvar( "wpn_sg_show_trail" , "1" ); RegisterHam( Ham_Item_Deploy , gWeaponCommand, "CSqueak_Deploy", 1 ); RegisterHam( Ham_Item_Holster, gWeaponCommand, "CSqueak_Holster", 1 ); RegisterHam( Ham_TakeDamage, gGenericEntity, "CSqueak_TakeDamage", 1 ); register_forward( FM_CmdStart, "CSqueak_HookButtons" ); register_forward( FM_PlayerPreThink, "CSqueak_WeaponIdle" ); register_think( gSnarkClassName, "CSqueak_HuntThink" ); register_touch( gSnarkClassName, "*", "CSqueak_SuperBounceTouch" ); // register_clcmd( "say test", "CSqueak_GiveWeapon" ); gMaxEntities = global_get( glb_maxEntities ); gMaxClients = global_get( glb_maxClients ); gSnarkClassNameReference = engfunc( EngFunc_AllocString, gSnarkClassName ); gMsgidAmmoX = get_user_msgid( "AmmoX" ); if ( get_pcvar_num( pCvarShowTrail ) ) { gSmokeTrail = engfunc( EngFunc_PrecacheModel, "sprites/smoke.spr" ); } } public ze_select_item_pre(id, itemid) { // Return Available and we will block it in Post, So it dosen't affect other plugins if (itemid != gSnarInfector) return ZE_ITEM_AVAILABLE // Available for Humans only, So don't show it for zombies if (ze_is_user_zombie(id)) return ZE_ITEM_DONT_SHOW return ZE_ITEM_AVAILABLE } public ze_select_item_post(id, itemid) { // This is not our item, Block it here if (itemid != gSnarInfector) return CSqueak_GiveWeapon ( id ); } public ze_roundend ( WinTeam ) { new Snark = -1; while ( ( Snark = find_ent_by_class( Snark, gSnarkClassName ) ) != NULL_ENT ) { CSqueak_Killed ( Snark, 0, true ); } for ( new Player = 1; Player <= gMaxClients; Player++ ) { CheckAndRemoveWeapon ( Player ); } } public ze_user_humanized ( Player ) { if ( !ze_is_user_zombie( Player ) ) { CheckAndRemoveWeapon ( Player ); } } stock CheckAndRemoveWeapon ( const Player ) { if ( user_has_weapon( Player, gWeaponIndex ) ) { RemoveWeapon ( Player, get_user_weapon( Player ) == gWeaponIndex ? get_pdata_cbase( Player, m_pActiveWeapon ) : find_ent_by_owner ( -1, gWeaponCommand, Player ) ); } } public client_connect ( Player ) { gHasSnark { Player } = false; gWeaponActive{ Player } = false; gJustThrown { Player } = false; gPlayerAmmo { Player } = get_pcvar_num( pCvarAmmo ); } public CSqueak_GiveWeapon( const Player ) { gHasSnark{ Player } = true; gPlayerAmmo{ Player } = get_pcvar_num( pCvarAmmo ); give_item( Player, gWeaponCommand ); engclient_cmd( Player, gWeaponCommand ); } public CSqueak_PrimaryAttack ( const Player ) { static Float:VAngle [ Angle_e ]; static Float:Origin [ Coord_e ]; static Float:TraceOrigin[ Coord_e ]; static Float:Forward [ Coord_e ]; static Float:Start [ Coord_e ]; static Float:End [ Coord_e ]; static Float:EndPos [ Coord_e ]; static Float:Velocity [ Coord_e ]; static Float:Fraction; if ( gPlayerAmmo{ Player } ) { if ( pev( Player, pev_waterlevel ) >= 3 ) { emit_sound( Player, CHAN_WEAPON, gSnarkDieSound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM + 5 ); gNextShot[ Player ] = get_gametime() + get_pcvar_float( pCvarRefireRate ); return PLUGIN_HANDLED; } pev( Player, pev_origin, Origin ); pev( Player, pev_v_angle, VAngle ); pev( Player, pev_velocity, Velocity ); engfunc( EngFunc_MakeVectors, VAngle ); VectorCopy( Origin, TraceOrigin ); if ( pev( Player, pev_flags ) & FL_DUCKING ) { TraceOrigin[ x ] = TraceOrigin[ x ] - ( gHullMin[ x ] - gDuckHullMin[ x ] ); TraceOrigin[ y ] = TraceOrigin[ y ] - ( gHullMin[ y ] - gDuckHullMin[ y ] ); TraceOrigin[ z ] = TraceOrigin[ z ] - ( gHullMin[ z ] - gDuckHullMin[ z ] ); } global_get( glb_v_forward, Forward ); VectorMA ( TraceOrigin, 20.0, Forward, Start ); VectorMA ( TraceOrigin, 64.0, Forward, End ); engfunc( EngFunc_TraceLine, Start, End, DONT_IGNORE_MONSTERS, NULL_ENT, 0 ); get_tr2( 0, TR_Fraction, Fraction ); get_tr2( 0, TR_vecEndPos, EndPos ); if ( !get_tr2( 0, TR_AllSolid ) && !get_tr2( 0, TR_StartSolid ) && Fraction > 0.25 ) { // --| Play the throw animation. UTIL_PlayWeaponAnimation ( Player, squeak_throw ); // --| player "shoot" animation // VectorMA ( Velocity, get_pcvar_float( pCvarVelocity ), Forward, Velocity ); if ( CSqueak_Create ( Player, EndPos, VAngle, Velocity ) ) { new Float:CurrentTime = get_gametime(); switch ( random_num( 0, 2 ) ) { case 0: emit_sound( Player, CHAN_WEAPON, gSnarkHunt1Sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM ); case 1: emit_sound( Player, CHAN_WEAPON, gSnarkHunt2Sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM ); case 2: emit_sound( Player, CHAN_WEAPON, gSnarkHunt3Sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM ); } gPlayerAmmo{ Player }--; gJustThrown{ Player } = true; UpdateHud ( Player ); gNextShot[ Player ] = CurrentTime + get_pcvar_float( pCvarRefireRate ); gTimeWeaponIdle[ Player ] = CurrentTime + 1.0; return PLUGIN_CONTINUE; } } } return PLUGIN_HANDLED; } public CSqueak_Deploy ( const Weapon ) { // --| Get the knife's owner index. new Player = get_pdata_cbase( Weapon, m_pPlayer, 4 ); if ( Player && gHasSnark{ Player } ) { // --| Change knife to snark weapon. ChangeWeaponToSnark ( Player ); // --| Play the deploy animation. UTIL_PlayWeaponAnimation ( Player, squeak_up ); emit_sound ( Weapon, CHAN_VOICE , random_float ( 0.0, 1.0 ) <= 0.5 ? gSnarkHunt2Sound : gSnarkHunt3Sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM ); // --| Block the primary attack. set_pdata_float( Weapon, m_flNextPrimaryAttack, 9999.0, 4 ); set_pdata_float( Player, m_flNextAttack, 9999.0 ); // --| Update Ammo on HUD. UpdateHud ( Player ); // --| We are holding the weapon. gWeaponActive{ Player } = true; } } public CSqueak_Holster ( const Weapon ) { // --| Get the knife's owner index. new Player = get_pdata_cbase( Weapon, m_pPlayer, 4 ); if ( Player && gHasSnark{ Player } && gWeaponActive{ Player } ) { // --| We are not holding the weapon anymore. gWeaponActive{ Player } = false; set_pdata_float( Player, m_flNextAttack, get_gametime() + 0.5 ); if ( !gPlayerAmmo{ Player } && user_has_weapon( Player, gWeaponIndex ) ) { RemoveWeapon ( Player, get_pdata_cbase( Player, m_pActiveWeapon ) ); } else { // --| Play the holster animation. UTIL_PlayWeaponAnimation ( Player, squeak_down ); emit_sound( Player, CHAN_WEAPON, "common/null.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM ); } } } public CSqueak_Killed ( const Snark, const Killer, const bool:ShouldGib ) { new Float:Direction[ Coord_e ]; new Float:Origin [ Coord_e ]; pev( Snark, pev_origin, Origin ); set_pev( Snark, pev_model, 0 ); set_pev( Snark, pev_Remove, RemoveSnark ); set_pev( Snark, pev_DetonateDelay, get_gametime() + 0.1 ); set_pev( Snark, pev_takedamage, DAMAGE_NO ); emit_sound( Snark, CHAN_ITEM, gSnarkBlastSound, VOL_NORM, ATTN_NORM / 2, 0, PITCH_NORM ); emit_sound( Snark, CHAN_VOICE, gSnarkBodySplatSound, 0.75, ATTN_NORM, 0, PITCH_NORM * 2 ); UTIL_RandomBloodVector( Direction ); FX_BloodDrips ( Origin, BLOOD_COLOR_YELLOW_N, .Amount = 60 ); FX_StreakSplash ( Origin, Direction, .Color = 5, .Count = 16, .Speed = 50, .VelocityRange = 200 ); UTIL_RadiusDamage ( Origin, Snark, pev( Snark, pev_RealOwner ), get_pcvar_float( pCvarDamagePop ), get_pcvar_float( pCvarDamageRadius ), DMG_BLAST ); } /* public CZombie_Killed ( const Zombie, const Human, const bool:ShouldGid ) { if ( ze_is_user_zombie( Zombie ) && gHasSnark{ Zombie } ) { } } */ public CSqueak_TakeDamage ( const Snark, const Inflictor, const Attacker, const Float:Damage, const DamageBits ) { if ( is_valid_ent( Snark ) && pev( Snark, pev_groupinfo ) == gSnarkClassNameReference ) { if ( pev( Snark, pev_health ) - gSnarkHealthReference <= 0 ) { CSqueak_Killed ( Snark, Attacker, .ShouldGib = true ); } } } public CSqueak_HookButtons ( const Player, const UC_Handle, const Seed ) { static Float:CurrentTime; static Buttons; if ( gHasSnark{ Player } && gWeaponActive{ Player } && ( Buttons = get_uc( UC_Handle, UC_Buttons ) ) & IN_ATTACK ) { CurrentTime = get_gametime(); if ( gNextShot[ Player ] > CurrentTime ) { return FMRES_HANDLED; } if ( CSqueak_PrimaryAttack ( Player ) == PLUGIN_HANDLED ) { return FMRES_HANDLED; } set_uc( UC_Handle, UC_Buttons, Buttons & ~IN_ATTACK ); return FMRES_HANDLED; } return FMRES_IGNORED; } public CSqueak_HuntThink ( const Snark ) { if ( !is_valid_ent( Snark ) ) { return HAM_IGNORED; } static Float:Origin [ Coord_e ]; static Float:Velocity[ Coord_e ]; static Float:Angles [ Coord_e ]; static Float:Flat [ Coord_e ]; static Float:CurrentTime; static Float:DieDelay; static Float:NextHunt; static Float:SPitch; static Enemy; pev( Snark, pev_velocity, Velocity ); pev( Snark, pev_origin, Origin ); if ( !UTIL_IsInWorld ( Origin, Velocity ) ) { set_pev( Snark, pev_flags, pev( Snark, pev_flags ) | FL_KILLME ); return HAM_IGNORED; } CurrentTime = get_gametime(); set_pev( Snark, pev_nextthink, CurrentTime + 0.1 ); pev( Snark, pev_NextHunt, NextHunt ); pev( Snark, pev_DetonateDelay, DieDelay ); pev( Snark, pev_angles, Angles ); if ( CurrentTime >= DieDelay ) { if ( pev( Snark, pev_Remove ) ) { set_pev( Snark, pev_flags, pev( Snark, pev_flags ) | FL_KILLME ); return HAM_IGNORED; } set_pev( Snark, pev_health, -1.0 ); CSqueak_Killed ( Snark, 0, true ); return HAM_IGNORED; } if ( pev( Snark, pev_waterlevel ) != 0 ) { if ( pev( Snark, pev_movetype ) == MOVETYPE_BOUNCE ) { set_pev( Snark, pev_movetype, MOVETYPE_FLY ); } VectorScale ( Velocity, 0.9, Velocity ); Velocity[ z ] += 8.0; set_pev( Snark, pev_velocity, Velocity ); } else if ( pev( Snark, pev_movetype ) == MOVETYPE_FLY ) { set_pev( Snark, pev_movetype, MOVETYPE_BOUNCE ); } if ( NextHunt > CurrentTime ) { return HAM_IGNORED; } set_pev( Snark, pev_NextHunt, CurrentTime + 2.0 ); VectorCopy ( Velocity, Flat ); Flat[ z ] = 0.0; VectorNormalize ( Flat, Flat ); engfunc( EngFunc_MakeVectors, Angles ); if ( ( Enemy = pev( Snark, pev_enemy ) ) == NULL_ENT || !is_user_alive( Enemy ) || ze_is_user_zombie( Enemy ) ) { Enemy = UTIL_BestVisibleEnemy ( Snark, 512.0 ); } if ( 0.3 <= DieDelay - CurrentTime <= 0.5 ) { set_pev( Snark, pev_scale, 2.0 ); emit_sound( Snark, CHAN_VOICE, gSnarkDieSound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM + random_num( 0, 0x3F ) ); } SPitch = 155.0 - 60.0 * ( ( DieDelay - CurrentTime ) / get_pcvar_float( pCvarDetonateDelay ) ); if ( SPitch < 80.0 ) { SPitch = 80.0; } if ( Enemy != NULL_ENT && !ze_is_user_zombie( Enemy ) ) { static Float:Target[ Coord_e ]; static Float:Vel; static Float:Adj; pev( Snark, pev_EnemyTarget, Target ); if ( UTIL_FVisible( Snark, Enemy ) ) { static Float:EyePosition[ Coord_e ]; UTIL_EyePosition ( Enemy, EyePosition ); VectorSubtract ( EyePosition, Origin, Target ); VectorNormalize ( Target, Target ); set_pev( Snark, pev_EnemyTarget, Target ); } Vel = VectorLength ( Velocity ); Adj = 50.0 / ( Vel + 10.0 ); if ( Adj > 1.2 ) { Adj = 1.2; } Velocity[ x ] = Velocity[ x ] * Adj + Target[ x ] * 300.0; Velocity[ y ] = Velocity[ y ] * Adj + Target[ y ] * 300.0; Velocity[ z ] = Velocity[ z ] * Adj + Target[ z ] * 300.0; set_pev( Snark, pev_velocity, Velocity ); } if ( pev( Snark, pev_flags ) & FL_ONGROUND ) { set_pev( Snark, pev_avelocity, Float:{ 0.0, 0.0, 0.0 } ); } else { static Float:AVelocity[ Coord_e ]; pev( Snark, pev_avelocity, AVelocity ); if ( AVelocity[ x ] == 0.0 && AVelocity[ y ] == 0.0 && AVelocity[ z ] == 0.0 ) { AVelocity[ x ] = random_float( -100.0, 100.0 ); AVelocity[ z ] = random_float( -100.0, 100.0 ); set_pev( Snark, pev_avelocity, AVelocity ); } } static Float:PosPrev[ Coord_e ]; pev( Snark, pev_PosPrev, PosPrev ); VectorSubtract ( Origin, PosPrev, PosPrev ); if ( VectorLength ( PosPrev ) < 1.0 ) { Velocity[ x ] = random_float( -100.0, 100.0 ); Velocity[ y ] = random_float( -100.0, 100.0 ); set_pev( Snark, pev_velocity, Velocity ); } set_pev( Snark, pev_PosPrev, Origin ); vector_to_angle( Velocity, Angles ); Angles[ z ] = 0.0; Angles[ x ] = 0.0; set_pev( Snark, pev_angles, Angles ); return HAM_IGNORED; } public CSqueak_SuperBounceTouch ( const Snark, const Other ) { if ( !is_valid_ent( Snark ) ) { return; } static Float:Angles [ Angle_e ]; static Float:NextHit; static Float:DieDelay; static Float:NextAttack; static Float:NextBounceSoundTime; static Float:SPitch; static Float:CurrentTime; static Owner; Owner = pev( Snark, pev_owner ); if ( Owner && Other == Owner ) { return; } SPitch = PITCH_NORM * 1.0; CurrentTime = get_gametime(); set_pev( Snark, pev_owner, NULL_ENT ); pev( Snark, pev_angles, Angles ); pev( Snark, pev_NextHit, NextHit ); pev( Snark, pev_DetonateDelay, DieDelay ); pev( Snark, pev_NextAttack, NextAttack ); pev( Snark, pev_NextBounceSoundTime, NextBounceSoundTime ); Angles[ x ] = 0.0; Angles[ z ] = 0.0; set_pev( Snark, pev_angles, Angles ); if ( NextHit > CurrentTime ) { return; } SPitch = 155.0 - 60.0 * ( ( DieDelay - CurrentTime ) / get_pcvar_float( pCvarDetonateDelay ) ); if ( 1 <= Other <= gMaxClients && pev( Other, pev_takedamage ) && NextAttack < CurrentTime ) { static Hit; Hit = global_get( glb_trace_ent ); if ( Hit == Other && pev( Hit, pev_modelindex ) != pev( Snark, pev_modelindex ) && 1 <= Other <= gMaxClients ) { Owner = pev( Snark, pev_RealOwner ); if ( !ze_is_user_zombie( Other ) && GetAlivePlayersNum(CsTeams:TEAM_CT) == 1 ) { static Float:Forward [ Coord_e ]; static Float:EndPos [ Coord_e ]; static Float:OriginSnark[ Coord_e ]; static Float:OriginOther[ Coord_e ]; static Trace; static Float:Damage; Trace = create_tr2(); pev( Snark, pev_dmg, Damage ); pev( Snark, pev_origin, OriginSnark ); pev( Other, pev_origin, OriginOther ); engfunc( EngFunc_TraceLine, OriginSnark, OriginOther, DONT_IGNORE_MONSTERS, Snark, Trace ); get_tr2( Trace, TR_vecPlaneNormal, Forward ); get_tr2( Trace, TR_vecEndPos, EndPos ); ExecuteHam( Ham_TraceBleed, Other, Damage, Forward, Trace, DMG_SLASH ); free_tr2( Trace ); FX_BloodDrips ( EndPos, BLOOD_COLOR_RED_N, .Amount = floatround( Damage ) ); ExecuteHam( Ham_TakeDamage, Other, Snark, Owner, Damage, DMG_SLASH ); set_pev( Snark, pev_dmg, pev( Snark, pev_dmg ) + get_pcvar_float( pCvarDamagePop ) ); } else { ze_set_user_zombie( Other ); ze_set_escape_coins( Owner, ze_get_escape_coins( Owner ) + 2 ); set_user_frags( Owner, get_user_frags( Owner ) + 1 ); set_pev( Snark, pev_enemy, NULL_ENT ); } emit_sound( Snark, CHAN_WEAPON, gSnarkAttackSound, VOL_NORM, ATTN_NORM, 0, floatround( SPitch ) ); set_pev( Snark, pev_NextAttack, CurrentTime + 0.5 ); } } set_pev( Snark, pev_NextHit, CurrentTime + 0.1 ); set_pev( Snark, pev_NextHunt, CurrentTime ); if ( CurrentTime < NextBounceSoundTime ) { return; } if ( !( pev( Snark, pev_flags ) & FL_ONGROUND ) ) { switch ( random( 10 ) ) { case 0 .. 3 : emit_sound( Snark, CHAN_VOICE, gSnarkHunt1Sound, VOL_NORM, ATTN_NORM, 0, floatround( SPitch ) ); case 4 .. 7 : emit_sound( Snark, CHAN_VOICE, gSnarkHunt2Sound, VOL_NORM, ATTN_NORM, 0, floatround( SPitch ) ); default : emit_sound( Snark, CHAN_VOICE, gSnarkHunt3Sound, VOL_NORM, ATTN_NORM, 0, floatround( SPitch ) ); } } set_pev( Snark, pev_NextBounceSoundTime, CurrentTime + 0.5 ); } CSqueak_Create ( const Player, const Float:Origin[ Coord_e ], const Float:Angles[ Coord_e], const Float:Velocity[ Coord_e ] ) { new Snark = create_entity( gGenericEntity ); if ( is_valid_ent( Snark ) ) { set_pev( Snark, pev_classname, gSnarkClassName ); set_pev( Snark, pev_groupinfo, gSnarkClassNameReference ); set_pev( Snark, pev_owner, Player ); set_pev( Snark, pev_origin, Origin ); set_pev( Snark, pev_angles, Angles ); set_pev( Snark, pev_velocity, Velocity ); CSqueak_Spawn ( Player, Snark, Origin ); return Snark; } return NULL_ENT; } CSqueak_Spawn ( const Player, const Snark, const Float:Origin[ Coord_e ] ) { new Float:CurrentTime = get_gametime(); set_pev( Snark, pev_movetype, MOVETYPE_BOUNCE ); set_pev( Snark, pev_solid, SOLID_BBOX ); entity_set_model ( Snark, gSnarkModel ); entity_set_size ( Snark, Float:{ -4.0, -4.0, 0.0 }, Float:{ 4.0, 4.0, 8.0 } ); entity_set_origin( Snark, Origin ); set_pev( Snark, pev_nextthink, CurrentTime + 0.1 ); set_pev( Snark, pev_NextHunt, CurrentTime + 1000000.0 ); // NextHunt set_pev( Snark, pev_DetonateDelay, CurrentTime + get_pcvar_float( pCvarDetonateDelay ) ); // DetonateDelay set_pev( Snark, pev_NextBounceSoundTime, CurrentTime ); // NextBounceSoundTime set_pev( Snark, pev_RealOwner, Player ); // RealOwner set_pev( Snark, pev_flags, pev( Snark, pev_flags ) | FL_MONSTER ); set_pev( Snark, pev_takedamage, DAMAGE_AIM ); set_pev( Snark, pev_health, get_pcvar_float( pCvarHealth ) + gSnarkHealthReference ); set_pev( Snark, pev_gravity, get_pcvar_float( pCvarGravity ) ); set_pev( Snark, pev_friction, get_pcvar_float( pCvarFriction ) ); set_pev( Snark, pev_fov, get_pcvar_num( pCvarFieldOfView ) ); // set_pev( Snark, pev_dmg, get_pcvar_float( pCvarDamagePop ) ); // --| Force snark to run. set_pev( Snark, pev_sequence, wsqueak_run ); set_pev( Snark, pev_framerate, 1.0 ); set_pev( Snark, pev_animtime, CurrentTime ); if ( get_pcvar_num( pCvarShowTrail ) ) { message_begin ( MSG_BROADCAST, SVC_TEMPENTITY ); write_byte ( TE_BEAMFOLLOW ); write_short ( Snark ); write_short ( gSmokeTrail ); write_byte ( TRAIL_LIFE ); // life write_byte ( TRAIL_WIDTH ); // width write_byte ( TRAIL_RED ); write_byte ( TRAIL_GREEN ); write_byte ( TRAIL_BLUE ); write_byte ( TRAIL_BRIGTHNESS ); message_end(); } } public CSqueak_WeaponIdle ( const Player ) { if ( gHasSnark{ Player } && gWeaponActive{ Player } ) { static Float:CurrentTime; CurrentTime = get_gametime(); if ( gTimeWeaponIdle[ Player ] > CurrentTime ) { return; } if ( gJustThrown{ Player } ) { gJustThrown{ Player } = false; if ( !gPlayerAmmo{ Player } ) { RemoveWeapon ( Player, get_pdata_cbase( Player, m_pActiveWeapon ) ); return; } UTIL_PlayWeaponAnimation ( Player, squeak_up ); gTimeWeaponIdle[ Player ] = CurrentTime + random_float ( 10.0, 15.0 ); return; } new Animation; new Float:NewTime; switch ( random_num( 0, 10 ) ) { case 0 .. 6 : { Animation = squeak_idle1; NewTime = 30.0 / 16.0 * ( 2.0 ); } case 7 .. 8 : { Animation = squeak_fidgetfit; NewTime = 70.0 / 16.0; } default : { Animation = squeak_fidgetnip; NewTime = 80.0 / 16.0; } } UTIL_PlayWeaponAnimation ( Player, Animation ); gTimeWeaponIdle[ Player ] = CurrentTime + NewTime; } } ChangeWeaponToSnark ( const Player ) { set_pev( Player, pev_viewmodel2 , gModel_V ); set_pev( Player, pev_weaponmodel2, gModel_P ); } UpdateHud ( const Player ) { message_begin( MSG_ONE_UNRELIABLE, gMsgidAmmoX, .player = Player ); write_byte( 12 ); write_byte( gPlayerAmmo{ Player } ); message_end(); } RemoveWeapon ( const Player, const Weapon ) { ExecuteHamB( Ham_Weapon_RetireWeapon, Weapon ); ExecuteHamB( Ham_RemovePlayerItem, Player, Weapon ); ExecuteHamB( Ham_Item_Kill, Weapon ); set_pev( Player, pev_weapons, pev( Player, pev_weapons ) & ~( 1 << gWeaponIndex ) ); cs_set_user_bpammo( Player, gWeaponIndex, 0 ); gHasSnark{ Player } = false; gWeaponActive{ Player } = false; } stock bool:UTIL_IsBSPModel ( const Entity ) { return ( pev( entity, pev_solid ) == SOLID_BSP || pev( Entity, pev_movetype ) == MOVETYPE_STEP ); } UTIL_BestVisibleEnemy ( const Snark, const Float:DistanceToSearch /* , const Flags */ ) { static List[ MAX_CLIENTS_N ]; static Float:Distance; static Float:Nearest; static ReturnEntity; static Count; static Entity; static i; Nearest = 8192.0; ReturnEntity = NULL_ENT; Count = find_sphere_class( Snark, "player", DistanceToSearch, List, sizeof List ); for ( i = 0; i < Count; i++ ) { Entity = List[ i ]; if ( ze_is_user_zombie( Entity ) ) { continue; } if ( UTIL_FInViewCone ( Snark, Entity ) && UTIL_FVisible( Snark, Entity ) ) { if ( ( Distance = entity_range( Snark, Entity ) ) <= Nearest ) { Nearest = Distance; ReturnEntity = Entity; } } } set_pev( Snark, pev_enemy, ReturnEntity ); return ReturnEntity; } 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(); } bool:UTIL_IsInWorld ( const Float:Origin[ Coord_e ], const Float:Velocity[ Coord_e ] ) { static i; for ( i = x; i <= z; i++ ) { if ( !( -4096.0 < Origin[ i ] < 4096.0 ) && !( -2000.0 < Velocity[ x ] < 2000.0 ) ) { return false; } } return true; } UTIL_RandomBloodVector ( Float:Direction[ Coord_e ] ) { Direction[ x ] = random_float( -1.0, 1.0 ); Direction[ y ] = random_float( -1.0, 1.0 ); Direction[ z ] = random_float( 0.0, 1.0 ); } FX_BloodDrips ( const Float:Origin[ Coord_e ], const BloodColor, const Amount ) { message_begin_f( MSG_PVS, SVC_TEMPENTITY, Origin, NULL_ENT ); write_byte( TE_BLOODSPRITE ); write_coord_f( Origin[ x ] ); write_coord_f( Origin[ y ] ); write_coord_f( Origin[ z ] ); write_short( gBloodSpray ); // initial sprite model write_short( gBloodDrop ); // droplet sprite models write_byte( BloodColor ); // color index into host_basepal write_byte( min( max( 3, ( Amount > 255 ? 255 : Amount ) / 10 ), 16 ) ); // size message_end(); } FX_StreakSplash ( const Float:Origin[ Coord_e ], const Float:Direction[ Coord_e ], const Color, const Count, const Speed, const VelocityRange ) { message_begin_f( MSG_PVS, SVC_TEMPENTITY, Origin, NULL_ENT ); write_byte( TE_STREAK_SPLASH ); write_coord_f( Origin[ x ] ); write_coord_f( Origin[ y ] ); write_coord_f( Origin[ z ] ); write_coord_f( Direction[ x ] ); write_coord_f( Direction[ y ] ); write_coord_f( Direction[ z ] ); write_byte( min( Color, 255 ) ); write_short( Count ); write_short( Speed ); write_short( VelocityRange );// random velocity modifier message_end(); } stock FX_TraceBleed( const Victim, const Float:Damage, const Float:Dir[ Coord_e ], const TraceResult:Trace ) { new TraceResult:BloodTrace; new Float:TraceDir[ Coord_e ]; new Float:EndPos [ Coord_e ]; new Float:Noise; new Float:Fraction; new Count; if ( Damage < 10 ) { Noise = 0.1; Count = 1; } else if ( Damage < 25 ) { Noise = 0.2; Count = 2; } else { Noise = 0.3; Count = 4; } for ( new i = 0 ; i < Count ; i++ ) { VectorScale ( Dir, -1.0, TraceDir ); TraceDir[ x ] += random_float( -Noise, Noise ); TraceDir[ y ] += random_float( -Noise, Noise ); TraceDir[ z ] += random_float( -Noise, Noise ); get_tr2( Trace, TR_vecEndPos, EndPos ); VectorMA ( EndPos, -172.0, TraceDir, TraceDir ); engfunc( EngFunc_TraceLine, EndPos, TraceDir, IGNORE_MONSTERS, Victim, BloodTrace ); get_tr2( BloodTrace, TR_flFraction, Fraction ); if ( Fraction != 1.0 ) { FX_BloodDecalTrace( BloodTrace, EndPos, BLOOD_COLOR_RED_N ); } } } stock FX_BloodDecalTrace ( const TraceResult:Trace, const Float:EndPos[ Coord_e ], const BloodColor ) { new Hit; new BaseIndex; new DecalIndex; new Float:Fraction; switch ( BloodColor ) { case BLOOD_COLOR_YELLOW_N : BaseIndex = get_decal_index( "{yblood1" ); case BLOOD_COLOR_RED_N : BaseIndex = get_decal_index( "{blood1" ); } DecalIndex = BaseIndex + random_num( 0, 5 ); Hit = max( 0, get_tr2( Trace, TR_pHit ) ); get_tr2( Trace, TR_flFraction, Fraction ); if ( Fraction == 1.0 || ( Hit && !UTIL_IsBSPModel ( Hit ) ) ) { return; } message_begin( MSG_BROADCAST, SVC_TEMPENTITY ); write_byte( Hit ? TE_DECAL : TE_WORLDDECAL ); write_coord_f( EndPos[ x ] ); write_coord_f( EndPos[ y ] ); write_coord_f( EndPos[ z ] ); write_byte( DecalIndex ); if ( Hit ) { write_short( Hit ); } message_end(); } stock UTIL_RadiusDamage ( const Float:Origin[ Coord_e ], const Inflictor, const Attacker, const Float:Damage, const Float:Radius, const DamageBits ) { static Entity; static Trace; static Float:AdjustedDamage; static bool:InWater; Entity = NULL_ENT; InWater = UTIL_LiquidContents( Origin ); while ( ( Entity = find_ent_in_sphere( Entity, Origin, Radius ) ) != NULL_ENT ) { if ( Entity == Inflictor ) { continue; } if ( pev( Entity, pev_takedamage ) && !ze_is_user_zombie( Entity ) && !(GetAlivePlayersNum(CsTeams:TEAM_CT) == 1) ) { static Float:EntOrigin[ Coord_e ]; static Float:EndPos [ Coord_e ]; static Float:Fraction; pev( Entity, pev_origin, EntOrigin ); engfunc( EngFunc_TraceLine, Origin, EntOrigin, IGNORE_MONSTERS, Inflictor, Trace ); get_tr2( Trace, TR_flFraction, Fraction ); get_tr2( Trace, TR_vecEndPos, EndPos ); if ( Fraction == 1.0 || get_tr2( Trace, TR_pHit ) == Entity ) { static Float:Delta[ Coord_e ]; static Float:Len; if ( get_tr2( Trace, TR_StartSolid ) ) { EndPos = Origin; Fraction = 0.0; } AdjustedDamage = Damage; VectorSubtract ( EndPos, Origin, Delta ); if ( ( Len = VectorLength ( Delta ) ) != 0.0 ) { VectorScale ( Delta, 1 / Len, Delta ); } if ( Len > 2.0 ) { Len -= 2.0; } if ( ( AdjustedDamage *= ( 1.0 - Len / Radius ) ) <= 0 ) { continue; } if ( InWater || pev( Entity, pev_waterlevel ) > 2 ) { AdjustedDamage *= 0.5; } if ( Fraction != 1.0 ) { ExecuteHam( Ham_TraceAttack, Entity, Inflictor, AdjustedDamage, Delta, Trace, DamageBits ); ExecuteHam( Ham_TakeDamage, Entity, Inflictor, Attacker, AdjustedDamage, DamageBits ); } else { ExecuteHam( Ham_TakeDamage, Entity, Inflictor, Attacker, AdjustedDamage, DamageBits ); } } } } } stock UTIL_EntitiesInBox ( List[], const ListMax, const Float:Mins[ Coord_e ], const Float:Maxs[ Coord_e ], const Flags ) { /* static Float:Origin [ Coord_e ]; static Float:Delta [ Coord_e ]; static Float:Mins [ Coord_e ]; static Float:Maxs [ Coord_e ]; pev( Snark, pev_origin, Origin ); Delta[ x ] = Delta[ y ] = Delta[ z ] = DistanceToSearch; VectorSubtract ( Origin, Delta, Mins ); VectorAdd ( Origin, Delta, Maxs ); Count = UTIL_EntitiesInBox ( List, sizeof List, Mins, Maxs, Flags ); */ static Float:AbsMins[ Coord_e ]; static Float:AbsMaxs[ Coord_e ]; static Count; static Entity; Count = 0; for ( Entity = 1; Entity <= gMaxEntities; Entity++ ) if( is_valid_ent( Entity ) ) { if ( !( pev( Entity, pev_flags ) & Flags ) ) { continue; } pev( Entity, pev_absmin, AbsMins ); pev( Entity, pev_absmax, AbsMaxs ); if ( Mins[ x ] > AbsMaxs[ x ] || Mins[ y ] > AbsMaxs[ y ] || Mins[ z ] > AbsMaxs[ z ] || Maxs[ x ] < AbsMins[ x ] || Maxs[ y ] < AbsMins[ y ] || Maxs[ z ] < AbsMins[ z ] ) { continue; } List[ Count ] = Entity; if ( Count++ >= ListMax ) { return Count; } } return Count; } bool:UTIL_FVisible ( const Entity, const Other ) { static Float:LookerOrigin[ Coord_e ]; static Float:TargetOrigin[ Coord_e ]; static Float:Fraction; static LookerWLevel; static TargetWLevel; if ( pev( Other, pev_flags ) & FL_NOTARGET ) { return false; } LookerWLevel = pev ( Entity, pev_waterlevel ); TargetWLevel = pev ( Other, pev_waterlevel ); if ( ( LookerWLevel != 3 && TargetWLevel == 3 ) || ( LookerWLevel == 3 && TargetWLevel == 0 ) ) { return false; } UTIL_EyePosition ( Entity, LookerOrigin ); UTIL_EyePosition ( Other, TargetOrigin ); engfunc( EngFunc_TraceLine, LookerOrigin, TargetOrigin, IGNORE_MONSTERS | IGNORE_GLASS, Entity, 0 ); get_tr2( 0, TR_flFraction, Fraction ); return Fraction == 1.0 ? true : false; } bool:UTIL_FInViewCone ( const Entity, const Other ) { static Float:Angles [ Coord_e ]; static Float:HOrigin[ Coord_e ]; static Float:Origin [ Coord_e ]; pev( Entity, pev_angles, Angles ); engfunc( EngFunc_MakeVectors, Angles ); global_get( glb_v_forward, Angles ); Angles[ z ] = 0.0; pev( Entity, pev_origin, HOrigin ); pev( Other, pev_origin, Origin ); VectorSubtract ( Origin, HOrigin, Origin ); Origin[ z ] = 0.0; VectorNormalize ( Origin, Origin ); if ( DotProduct ( Origin, Angles ) > pev( Entity, pev_fov ) ) { return true; } return false; } UTIL_EyePosition ( const Entity, Float:Origin[ Coord_e ] ) { static Float:ViewOfs[ Coord_e ]; pev( Entity, pev_origin, Origin ); pev( Entity, pev_view_ofs, ViewOfs ); VectorAdd ( Origin, ViewOfs, Origin ); } stock bool:UTIL_LiquidContents( const Float:Source[ Coord_e ] ) { new Contents = point_contents( Source ); return ( Contents == CONTENTS_WATER || Contents == CONTENTS_SLIME || Contents == CONTENTS_LAVA ); } VectorNormalize ( const Float:Source[ Coord_e ], Float:Output[ Coord_e ] ) { static Float:InvLen; InvLen = 1.0 / VectorLength ( Source ); Output[ x ] = Source[ x ] * InvLen; Output[ y ] = Source[ y ] * InvLen; Output[ z ] = Source[ z ] * InvLen; }
just try any code hopefully it will work !
Nobody Is That Busy If They Make Time
so is it fully convertedjohnnysins2000 wrote: ↑5 years agoit's the same as me bro !Raheem wrote: ↑5 years ago Here it's:
Code: Select all
/* - - - - - - - - - - - AMX Mod X script. | Author : Arkshine | Plugin : WPN Squeak Grenade | Version : v1.0.6 - without WM. (!) Support : http://forums.alliedmods.net/showthread.php?t=93659 (!) Version without WeaponMod required and for Zombie Plague. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Description : - - - - - - - Basically, it's almost the same weapon that you can see in Half-life 1. Snarks are small, red, and bulbous, with a large (in relation to body porportion) single green eye and a large pincer-like mandible. Snarks are normally calm creatures that show little signs of intelligence, but if they see any living creature other than another Snark, they immediately begin to attack it. They attack aggressively, persistently, and erratically, leaping and biting at their target. A full description can be found here : http://half-life.wikia.com/wiki/Snark . Requirement : - - - - - - - * CS 1.6 / CZ. * AMX Mod X 1.8.x or higher. Changelog : - - - - - - v1.0.6 : [ 11 jul 2009 ] (+) Initial release. Credits : - - - - - * HLSDK * DevconeS * VEN * Sproily ( Alternative models ) - - - - - - - - - - - */ #include <zombie_escape> #include <cstrike> #include <engine> #include <fun> #define Plugin "[ZE] Extra: Squeak Grenade" #define Version "1.0.6-wwm" #define Author "Arkshine" // --| Zombie Plaque: Extra item configuration. #define ZE_EXTRA_ITEM_NAME "Snark INFECTOR" #define ZE_EXTRA_ITEM_COST 14 // --| Comment if you want to use the default model from valve. #define ALTERNATIVE_MODEL // --| Snark trail. #define TRAIL_LIFE 40 // Life #define TRAIL_WIDTH 4 // Width #define TRAIL_RED 10 // Red #define TRAIL_GREEN 224 // Red #define TRAIL_BLUE 10 // Green #define TRAIL_BRIGTHNESS 200 // Blue /* - - - | WEAPON MODELS | - - - */ #if !defined ALTERNATIVE_MODEL new const gModel_P[] = "models/p_squeak.mdl"; new const gModel_V[] = "models/v_squeak.mdl"; #else new const gModel_P[] = "models/p_alt_squeak.mdl"; new const gModel_V[] = "models/v_alt_squeak_gflip.mdl"; #endif /* - - - | SNARK SOUNDS | - - - */ new const gSnarkHunt1Sound [] = "squeek/sqk_hunt1.wav"; new const gSnarkHunt2Sound [] = "squeek/sqk_hunt2.wav"; new const gSnarkHunt3Sound [] = "squeek/sqk_hunt3.wav"; new const gSnarkDieSound [] = "squeek/sqk_die1.wav"; new const gSnarkAttackSound [] = "squeek/sqk_deploy1.wav"; new const gSnarkBlastSound [] = "weapons/sqk_blast2.wav"; new const gSnarkBodySplatSound[] = "common/bodysplat.wav"; /* - - - | SNARK MODEL | - - - */ new #if !defined ALTERNATIVE_MODEL gSnarkModel[] = "models/w_squeak.mdl"; #else gSnarkModel[] = "models/w_alt_squeak.mdl"; #endif /* - - - | SEQUENCE | - - - */ enum { wsqueak_idle1, wsqueak_fidget, wsqueak_jump, wsqueak_run }; enum { squeak_idle1, squeak_fidgetfit, squeak_fidgetnip, squeak_down, squeak_up, squeak_throw }; /* - - | CONSTANTS | - - */ const BLOOD_COLOR_RED_N = 247; const BLOOD_COLOR_YELLOW_N = 195; const MAX_CLIENTS_N = 32; const MAX_KNIFE_MODEL_LENGTH = 128; const NONE = -1; const NULL_ENT = 0; enum _:Coord_e { Float:x, Float:y, Float:z }; enum _:Angle_e { Float:Pitch, Float:Yaw, Float:Roll }; enum { HuntThink = 1, SuperBounceTouch, RemoveSnark }; new const Float:gHullMin [ Coord_e ] = { -16.0, -16.0, -36.0 }; new const Float:gDuckHullMin[ Coord_e ] = { -16.0, -16.0, -18.0 }; new const gWeaponCommand [] = "weapon_hegrenade"; new const gWeaponIndex = CSW_HEGRENADE; new const gGenericEntity [] = "info_target"; new const gSnarkClassName[] = "wpn_snark"; /* - - - - | PLAYER/WEAPON OFFSETS | - - - - */ const m_flNextAttack = 83 // Player. const m_pActiveWeapon = 373; // Player. const m_pPlayer = 41; // Weapon. const m_flNextPrimaryAttack = 46; // Weapon. /* - - - | CUSTOM FIELD | - - - */ #define pev_NextHunt pev_fuser1 #define pev_NextBounceSoundTime pev_fuser2 #define pev_NextHit pev_fuser3 #define pev_NextAttack pev_fuser4 #define pev_DetonateDelay pev_ltime #define pev_RealOwner pev_iuser1 #define pev_Remove pev_iuser2 #define pev_EnemyTarget pev_vuser1 #define pev_PosPrev pev_vuser2 /* - - - | CVAR POINTER | - - - */ new pCvarAmmo; new pCvarRefireRate; new pCvarHealth; new pCvarVelocity; new pCvarDamagePop; new pCvarDamageRadius; new pCvarGravity; new pCvarFriction; new pCvarDetonateDelay; new pCvarFieldOfView; new pCvarShowTrail; /* - - - - | SPRITES/MODELS INDEX | - - - - */ new gBloodSpray; new gBloodDrop; new gSmokeTrail; /* - - - - | OTHERS STUFFS | - - - */ new bool:gHasSnark [ MAX_CLIENTS_N + 1 char ]; new bool:gWeaponActive[ MAX_CLIENTS_N + 1 char ]; new bool:gJustThrown [ MAX_CLIENTS_N + 1 char ]; new Float:gNextShot [ MAX_CLIENTS_N + 1 ]; new Float:gTimeWeaponIdle[ MAX_CLIENTS_N + 1 ]; new gPlayerAmmo[ MAX_CLIENTS_N + 1 char ]; new const gSnarkHealthReference = 10000; new gSnarkClassNameReference; new gMaxEntities; new gMaxClients; new gMsgidAmmoX; new gSnarInfector; /* - - | MACROS | - - */ #define VectorSubtract(%1,%2,%3) ( %3[ x ] = %1[ x ] - %2[ x ], %3[ y ] = %1[ y ] - %2[ y ], %3[ z ] = %1[ z ] - %2[ z ] ) #define VectorAdd(%1,%2,%3) ( %3[ x ] = %1[ x ] + %2[ x ], %3[ y ] = %1[ y ] + %2[ y ], %3[ z ] = %1[ z ] + %2[ z ] ) #define VectorCopy(%1,%2) ( %2[ x ] = %1[ x ], %2[ y ] = %1[ y ], %2[ z ] = %1[ z ] ) #define VectorScale(%1,%2,%3) ( %3[ x ] = %2 * %1[ x ], %3[ y ] = %2 * %1[ y ], %3[ z ] = %2 * %1[ z ] ) #define VectorMA(%1,%2,%3,%4) ( %4[ x ] = %1[ x ] + %2 * %3[ x ], %4[ y ] = %1[ y ] + %2 * %3[ y ], %4[ z ] = %1[ z ] + %2 * %3[ z ] ) #define VectorMS(%1,%2,%3,%4) ( %4[ x ] = %1[ x ] - %2 * %3[ x ], %4[ y ] = %1[ y ] - %2 * %3[ y ], %4[ z ] = %1[ z ] - %2 * %3[ z ] ) #define VectorLength(%1) ( floatsqroot ( %1[ x ] * %1[ x ] + %1[ y ] * %1[ y ] + %1[ z ] * %1[ z ] ) ) #define VectorEqual(%1,%2) ( %1[ x ] == %2[ x ] && %1[ y ] == %2[ y ] && %1[ z ] == %2[ z ] ) #define DotProduct(%1,%2) ( %1[ x ] * %2[ x ]+ %1[ y ] * %2[ y ] + %1[ z ] * %2[ z ] ) #define message_begin_f(%1,%2,%3) ( engfunc ( EngFunc_MessageBegin, %1, %2, %3 ) ) #define write_coord_f(%1) ( engfunc ( EngFunc_WriteCoord, %1 ) ) public plugin_precache () { // --| Weapon models. precache_model( gModel_P ); precache_model( gModel_V ); // --| Snark model. precache_model( gSnarkModel ); // --| Snark sounds. precache_sound( gSnarkBlastSound ); precache_sound( gSnarkBodySplatSound ); precache_sound( gSnarkDieSound ); precache_sound( gSnarkHunt1Sound ); precache_sound( gSnarkHunt2Sound ); precache_sound( gSnarkHunt3Sound ); precache_sound( gSnarkAttackSound ); gBloodSpray = precache_model( "sprites/bloodspray.spr" ); // initial blood gBloodDrop = precache_model( "sprites/blood.spr" ); // splattered blood } public plugin_init () { register_plugin( Plugin, Version, Author ); register_cvar( "ze_snark_version", Version, FCVAR_SERVER | FCVAR_SPONLY ); gSnarInfector = ze_register_item(ZE_EXTRA_ITEM_NAME, ZE_EXTRA_ITEM_COST, 0); pCvarAmmo = register_cvar( "wpn_sg_ammo" , "5" ); pCvarRefireRate = register_cvar( "wpn_sg_refire_rate" , "0.3" ); pCvarHealth = register_cvar( "wpn_sg_health" , "10" ); pCvarVelocity = register_cvar( "wpn_sg_velocity" , "200" ); pCvarDamagePop = register_cvar( "wpn_sg_damage_pop" , "6" ); pCvarDamageRadius = register_cvar( "wpn_sg_damage_radius" , "15" ); pCvarGravity = register_cvar( "wpn_sg_gravity" , "0.5" ); pCvarFriction = register_cvar( "wpn_sg_friction" , "0.5" ); pCvarDetonateDelay = register_cvar( "wpn_sg_detonate_delay" , "15" ); pCvarFieldOfView = register_cvar( "wpn_sg_fov" , "0" ); pCvarShowTrail = register_cvar( "wpn_sg_show_trail" , "1" ); RegisterHam( Ham_Item_Deploy , gWeaponCommand, "CSqueak_Deploy", 1 ); RegisterHam( Ham_Item_Holster, gWeaponCommand, "CSqueak_Holster", 1 ); RegisterHam( Ham_TakeDamage, gGenericEntity, "CSqueak_TakeDamage", 1 ); register_forward( FM_CmdStart, "CSqueak_HookButtons" ); register_forward( FM_PlayerPreThink, "CSqueak_WeaponIdle" ); register_think( gSnarkClassName, "CSqueak_HuntThink" ); register_touch( gSnarkClassName, "*", "CSqueak_SuperBounceTouch" ); // register_clcmd( "say test", "CSqueak_GiveWeapon" ); gMaxEntities = global_get( glb_maxEntities ); gMaxClients = global_get( glb_maxClients ); gSnarkClassNameReference = engfunc( EngFunc_AllocString, gSnarkClassName ); gMsgidAmmoX = get_user_msgid( "AmmoX" ); if ( get_pcvar_num( pCvarShowTrail ) ) { gSmokeTrail = engfunc( EngFunc_PrecacheModel, "sprites/smoke.spr" ); } } public ze_select_item_pre(id, itemid) { // Return Available and we will block it in Post, So it dosen't affect other plugins if (itemid != gSnarInfector) return ZE_ITEM_AVAILABLE // Available for Humans only, So don't show it for zombies if (ze_is_user_zombie(id)) return ZE_ITEM_DONT_SHOW return ZE_ITEM_AVAILABLE } public ze_select_item_post(id, itemid) { // This is not our item, Block it here if (itemid != gSnarInfector) return CSqueak_GiveWeapon ( id ); } public ze_roundend ( WinTeam ) { new Snark = -1; while ( ( Snark = find_ent_by_class( Snark, gSnarkClassName ) ) != NULL_ENT ) { CSqueak_Killed ( Snark, 0, true ); } for ( new Player = 1; Player <= gMaxClients; Player++ ) { CheckAndRemoveWeapon ( Player ); } } public ze_user_humanized ( Player ) { if ( !ze_is_user_zombie( Player ) ) { CheckAndRemoveWeapon ( Player ); } } stock CheckAndRemoveWeapon ( const Player ) { if ( user_has_weapon( Player, gWeaponIndex ) ) { RemoveWeapon ( Player, get_user_weapon( Player ) == gWeaponIndex ? get_pdata_cbase( Player, m_pActiveWeapon ) : find_ent_by_owner ( -1, gWeaponCommand, Player ) ); } } public client_connect ( Player ) { gHasSnark { Player } = false; gWeaponActive{ Player } = false; gJustThrown { Player } = false; gPlayerAmmo { Player } = get_pcvar_num( pCvarAmmo ); } public CSqueak_GiveWeapon( const Player ) { gHasSnark{ Player } = true; gPlayerAmmo{ Player } = get_pcvar_num( pCvarAmmo ); give_item( Player, gWeaponCommand ); engclient_cmd( Player, gWeaponCommand ); } public CSqueak_PrimaryAttack ( const Player ) { static Float:VAngle [ Angle_e ]; static Float:Origin [ Coord_e ]; static Float:TraceOrigin[ Coord_e ]; static Float:Forward [ Coord_e ]; static Float:Start [ Coord_e ]; static Float:End [ Coord_e ]; static Float:EndPos [ Coord_e ]; static Float:Velocity [ Coord_e ]; static Float:Fraction; if ( gPlayerAmmo{ Player } ) { if ( pev( Player, pev_waterlevel ) >= 3 ) { emit_sound( Player, CHAN_WEAPON, gSnarkDieSound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM + 5 ); gNextShot[ Player ] = get_gametime() + get_pcvar_float( pCvarRefireRate ); return PLUGIN_HANDLED; } pev( Player, pev_origin, Origin ); pev( Player, pev_v_angle, VAngle ); pev( Player, pev_velocity, Velocity ); engfunc( EngFunc_MakeVectors, VAngle ); VectorCopy( Origin, TraceOrigin ); if ( pev( Player, pev_flags ) & FL_DUCKING ) { TraceOrigin[ x ] = TraceOrigin[ x ] - ( gHullMin[ x ] - gDuckHullMin[ x ] ); TraceOrigin[ y ] = TraceOrigin[ y ] - ( gHullMin[ y ] - gDuckHullMin[ y ] ); TraceOrigin[ z ] = TraceOrigin[ z ] - ( gHullMin[ z ] - gDuckHullMin[ z ] ); } global_get( glb_v_forward, Forward ); VectorMA ( TraceOrigin, 20.0, Forward, Start ); VectorMA ( TraceOrigin, 64.0, Forward, End ); engfunc( EngFunc_TraceLine, Start, End, DONT_IGNORE_MONSTERS, NULL_ENT, 0 ); get_tr2( 0, TR_Fraction, Fraction ); get_tr2( 0, TR_vecEndPos, EndPos ); if ( !get_tr2( 0, TR_AllSolid ) && !get_tr2( 0, TR_StartSolid ) && Fraction > 0.25 ) { // --| Play the throw animation. UTIL_PlayWeaponAnimation ( Player, squeak_throw ); // --| player "shoot" animation // VectorMA ( Velocity, get_pcvar_float( pCvarVelocity ), Forward, Velocity ); if ( CSqueak_Create ( Player, EndPos, VAngle, Velocity ) ) { new Float:CurrentTime = get_gametime(); switch ( random_num( 0, 2 ) ) { case 0: emit_sound( Player, CHAN_WEAPON, gSnarkHunt1Sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM ); case 1: emit_sound( Player, CHAN_WEAPON, gSnarkHunt2Sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM ); case 2: emit_sound( Player, CHAN_WEAPON, gSnarkHunt3Sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM ); } gPlayerAmmo{ Player }--; gJustThrown{ Player } = true; UpdateHud ( Player ); gNextShot[ Player ] = CurrentTime + get_pcvar_float( pCvarRefireRate ); gTimeWeaponIdle[ Player ] = CurrentTime + 1.0; return PLUGIN_CONTINUE; } } } return PLUGIN_HANDLED; } public CSqueak_Deploy ( const Weapon ) { // --| Get the knife's owner index. new Player = get_pdata_cbase( Weapon, m_pPlayer, 4 ); if ( Player && gHasSnark{ Player } ) { // --| Change knife to snark weapon. ChangeWeaponToSnark ( Player ); // --| Play the deploy animation. UTIL_PlayWeaponAnimation ( Player, squeak_up ); emit_sound ( Weapon, CHAN_VOICE , random_float ( 0.0, 1.0 ) <= 0.5 ? gSnarkHunt2Sound : gSnarkHunt3Sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM ); // --| Block the primary attack. set_pdata_float( Weapon, m_flNextPrimaryAttack, 9999.0, 4 ); set_pdata_float( Player, m_flNextAttack, 9999.0 ); // --| Update Ammo on HUD. UpdateHud ( Player ); // --| We are holding the weapon. gWeaponActive{ Player } = true; } } public CSqueak_Holster ( const Weapon ) { // --| Get the knife's owner index. new Player = get_pdata_cbase( Weapon, m_pPlayer, 4 ); if ( Player && gHasSnark{ Player } && gWeaponActive{ Player } ) { // --| We are not holding the weapon anymore. gWeaponActive{ Player } = false; set_pdata_float( Player, m_flNextAttack, get_gametime() + 0.5 ); if ( !gPlayerAmmo{ Player } && user_has_weapon( Player, gWeaponIndex ) ) { RemoveWeapon ( Player, get_pdata_cbase( Player, m_pActiveWeapon ) ); } else { // --| Play the holster animation. UTIL_PlayWeaponAnimation ( Player, squeak_down ); emit_sound( Player, CHAN_WEAPON, "common/null.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM ); } } } public CSqueak_Killed ( const Snark, const Killer, const bool:ShouldGib ) { new Float:Direction[ Coord_e ]; new Float:Origin [ Coord_e ]; pev( Snark, pev_origin, Origin ); set_pev( Snark, pev_model, 0 ); set_pev( Snark, pev_Remove, RemoveSnark ); set_pev( Snark, pev_DetonateDelay, get_gametime() + 0.1 ); set_pev( Snark, pev_takedamage, DAMAGE_NO ); emit_sound( Snark, CHAN_ITEM, gSnarkBlastSound, VOL_NORM, ATTN_NORM / 2, 0, PITCH_NORM ); emit_sound( Snark, CHAN_VOICE, gSnarkBodySplatSound, 0.75, ATTN_NORM, 0, PITCH_NORM * 2 ); UTIL_RandomBloodVector( Direction ); FX_BloodDrips ( Origin, BLOOD_COLOR_YELLOW_N, .Amount = 60 ); FX_StreakSplash ( Origin, Direction, .Color = 5, .Count = 16, .Speed = 50, .VelocityRange = 200 ); UTIL_RadiusDamage ( Origin, Snark, pev( Snark, pev_RealOwner ), get_pcvar_float( pCvarDamagePop ), get_pcvar_float( pCvarDamageRadius ), DMG_BLAST ); } /* public CZombie_Killed ( const Zombie, const Human, const bool:ShouldGid ) { if ( ze_is_user_zombie( Zombie ) && gHasSnark{ Zombie } ) { } } */ public CSqueak_TakeDamage ( const Snark, const Inflictor, const Attacker, const Float:Damage, const DamageBits ) { if ( is_valid_ent( Snark ) && pev( Snark, pev_groupinfo ) == gSnarkClassNameReference ) { if ( pev( Snark, pev_health ) - gSnarkHealthReference <= 0 ) { CSqueak_Killed ( Snark, Attacker, .ShouldGib = true ); } } } public CSqueak_HookButtons ( const Player, const UC_Handle, const Seed ) { static Float:CurrentTime; static Buttons; if ( gHasSnark{ Player } && gWeaponActive{ Player } && ( Buttons = get_uc( UC_Handle, UC_Buttons ) ) & IN_ATTACK ) { CurrentTime = get_gametime(); if ( gNextShot[ Player ] > CurrentTime ) { return FMRES_HANDLED; } if ( CSqueak_PrimaryAttack ( Player ) == PLUGIN_HANDLED ) { return FMRES_HANDLED; } set_uc( UC_Handle, UC_Buttons, Buttons & ~IN_ATTACK ); return FMRES_HANDLED; } return FMRES_IGNORED; } public CSqueak_HuntThink ( const Snark ) { if ( !is_valid_ent( Snark ) ) { return HAM_IGNORED; } static Float:Origin [ Coord_e ]; static Float:Velocity[ Coord_e ]; static Float:Angles [ Coord_e ]; static Float:Flat [ Coord_e ]; static Float:CurrentTime; static Float:DieDelay; static Float:NextHunt; static Float:SPitch; static Enemy; pev( Snark, pev_velocity, Velocity ); pev( Snark, pev_origin, Origin ); if ( !UTIL_IsInWorld ( Origin, Velocity ) ) { set_pev( Snark, pev_flags, pev( Snark, pev_flags ) | FL_KILLME ); return HAM_IGNORED; } CurrentTime = get_gametime(); set_pev( Snark, pev_nextthink, CurrentTime + 0.1 ); pev( Snark, pev_NextHunt, NextHunt ); pev( Snark, pev_DetonateDelay, DieDelay ); pev( Snark, pev_angles, Angles ); if ( CurrentTime >= DieDelay ) { if ( pev( Snark, pev_Remove ) ) { set_pev( Snark, pev_flags, pev( Snark, pev_flags ) | FL_KILLME ); return HAM_IGNORED; } set_pev( Snark, pev_health, -1.0 ); CSqueak_Killed ( Snark, 0, true ); return HAM_IGNORED; } if ( pev( Snark, pev_waterlevel ) != 0 ) { if ( pev( Snark, pev_movetype ) == MOVETYPE_BOUNCE ) { set_pev( Snark, pev_movetype, MOVETYPE_FLY ); } VectorScale ( Velocity, 0.9, Velocity ); Velocity[ z ] += 8.0; set_pev( Snark, pev_velocity, Velocity ); } else if ( pev( Snark, pev_movetype ) == MOVETYPE_FLY ) { set_pev( Snark, pev_movetype, MOVETYPE_BOUNCE ); } if ( NextHunt > CurrentTime ) { return HAM_IGNORED; } set_pev( Snark, pev_NextHunt, CurrentTime + 2.0 ); VectorCopy ( Velocity, Flat ); Flat[ z ] = 0.0; VectorNormalize ( Flat, Flat ); engfunc( EngFunc_MakeVectors, Angles ); if ( ( Enemy = pev( Snark, pev_enemy ) ) == NULL_ENT || !is_user_alive( Enemy ) || ze_is_user_zombie( Enemy ) ) { Enemy = UTIL_BestVisibleEnemy ( Snark, 512.0 ); } if ( 0.3 <= DieDelay - CurrentTime <= 0.5 ) { set_pev( Snark, pev_scale, 2.0 ); emit_sound( Snark, CHAN_VOICE, gSnarkDieSound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM + random_num( 0, 0x3F ) ); } SPitch = 155.0 - 60.0 * ( ( DieDelay - CurrentTime ) / get_pcvar_float( pCvarDetonateDelay ) ); if ( SPitch < 80.0 ) { SPitch = 80.0; } if ( Enemy != NULL_ENT && !ze_is_user_zombie( Enemy ) ) { static Float:Target[ Coord_e ]; static Float:Vel; static Float:Adj; pev( Snark, pev_EnemyTarget, Target ); if ( UTIL_FVisible( Snark, Enemy ) ) { static Float:EyePosition[ Coord_e ]; UTIL_EyePosition ( Enemy, EyePosition ); VectorSubtract ( EyePosition, Origin, Target ); VectorNormalize ( Target, Target ); set_pev( Snark, pev_EnemyTarget, Target ); } Vel = VectorLength ( Velocity ); Adj = 50.0 / ( Vel + 10.0 ); if ( Adj > 1.2 ) { Adj = 1.2; } Velocity[ x ] = Velocity[ x ] * Adj + Target[ x ] * 300.0; Velocity[ y ] = Velocity[ y ] * Adj + Target[ y ] * 300.0; Velocity[ z ] = Velocity[ z ] * Adj + Target[ z ] * 300.0; set_pev( Snark, pev_velocity, Velocity ); } if ( pev( Snark, pev_flags ) & FL_ONGROUND ) { set_pev( Snark, pev_avelocity, Float:{ 0.0, 0.0, 0.0 } ); } else { static Float:AVelocity[ Coord_e ]; pev( Snark, pev_avelocity, AVelocity ); if ( AVelocity[ x ] == 0.0 && AVelocity[ y ] == 0.0 && AVelocity[ z ] == 0.0 ) { AVelocity[ x ] = random_float( -100.0, 100.0 ); AVelocity[ z ] = random_float( -100.0, 100.0 ); set_pev( Snark, pev_avelocity, AVelocity ); } } static Float:PosPrev[ Coord_e ]; pev( Snark, pev_PosPrev, PosPrev ); VectorSubtract ( Origin, PosPrev, PosPrev ); if ( VectorLength ( PosPrev ) < 1.0 ) { Velocity[ x ] = random_float( -100.0, 100.0 ); Velocity[ y ] = random_float( -100.0, 100.0 ); set_pev( Snark, pev_velocity, Velocity ); } set_pev( Snark, pev_PosPrev, Origin ); vector_to_angle( Velocity, Angles ); Angles[ z ] = 0.0; Angles[ x ] = 0.0; set_pev( Snark, pev_angles, Angles ); return HAM_IGNORED; } public CSqueak_SuperBounceTouch ( const Snark, const Other ) { if ( !is_valid_ent( Snark ) ) { return; } static Float:Angles [ Angle_e ]; static Float:NextHit; static Float:DieDelay; static Float:NextAttack; static Float:NextBounceSoundTime; static Float:SPitch; static Float:CurrentTime; static Owner; Owner = pev( Snark, pev_owner ); if ( Owner && Other == Owner ) { return; } SPitch = PITCH_NORM * 1.0; CurrentTime = get_gametime(); set_pev( Snark, pev_owner, NULL_ENT ); pev( Snark, pev_angles, Angles ); pev( Snark, pev_NextHit, NextHit ); pev( Snark, pev_DetonateDelay, DieDelay ); pev( Snark, pev_NextAttack, NextAttack ); pev( Snark, pev_NextBounceSoundTime, NextBounceSoundTime ); Angles[ x ] = 0.0; Angles[ z ] = 0.0; set_pev( Snark, pev_angles, Angles ); if ( NextHit > CurrentTime ) { return; } SPitch = 155.0 - 60.0 * ( ( DieDelay - CurrentTime ) / get_pcvar_float( pCvarDetonateDelay ) ); if ( 1 <= Other <= gMaxClients && pev( Other, pev_takedamage ) && NextAttack < CurrentTime ) { static Hit; Hit = global_get( glb_trace_ent ); if ( Hit == Other && pev( Hit, pev_modelindex ) != pev( Snark, pev_modelindex ) && 1 <= Other <= gMaxClients ) { Owner = pev( Snark, pev_RealOwner ); if ( !ze_is_user_zombie( Other ) && GetAlivePlayersNum(CsTeams:TEAM_CT) == 1 ) { static Float:Forward [ Coord_e ]; static Float:EndPos [ Coord_e ]; static Float:OriginSnark[ Coord_e ]; static Float:OriginOther[ Coord_e ]; static Trace; static Float:Damage; Trace = create_tr2(); pev( Snark, pev_dmg, Damage ); pev( Snark, pev_origin, OriginSnark ); pev( Other, pev_origin, OriginOther ); engfunc( EngFunc_TraceLine, OriginSnark, OriginOther, DONT_IGNORE_MONSTERS, Snark, Trace ); get_tr2( Trace, TR_vecPlaneNormal, Forward ); get_tr2( Trace, TR_vecEndPos, EndPos ); ExecuteHam( Ham_TraceBleed, Other, Damage, Forward, Trace, DMG_SLASH ); free_tr2( Trace ); FX_BloodDrips ( EndPos, BLOOD_COLOR_RED_N, .Amount = floatround( Damage ) ); ExecuteHam( Ham_TakeDamage, Other, Snark, Owner, Damage, DMG_SLASH ); set_pev( Snark, pev_dmg, pev( Snark, pev_dmg ) + get_pcvar_float( pCvarDamagePop ) ); } else { ze_set_user_zombie( Other ); ze_set_escape_coins( Owner, ze_get_escape_coins( Owner ) + 2 ); set_user_frags( Owner, get_user_frags( Owner ) + 1 ); set_pev( Snark, pev_enemy, NULL_ENT ); } emit_sound( Snark, CHAN_WEAPON, gSnarkAttackSound, VOL_NORM, ATTN_NORM, 0, floatround( SPitch ) ); set_pev( Snark, pev_NextAttack, CurrentTime + 0.5 ); } } set_pev( Snark, pev_NextHit, CurrentTime + 0.1 ); set_pev( Snark, pev_NextHunt, CurrentTime ); if ( CurrentTime < NextBounceSoundTime ) { return; } if ( !( pev( Snark, pev_flags ) & FL_ONGROUND ) ) { switch ( random( 10 ) ) { case 0 .. 3 : emit_sound( Snark, CHAN_VOICE, gSnarkHunt1Sound, VOL_NORM, ATTN_NORM, 0, floatround( SPitch ) ); case 4 .. 7 : emit_sound( Snark, CHAN_VOICE, gSnarkHunt2Sound, VOL_NORM, ATTN_NORM, 0, floatround( SPitch ) ); default : emit_sound( Snark, CHAN_VOICE, gSnarkHunt3Sound, VOL_NORM, ATTN_NORM, 0, floatround( SPitch ) ); } } set_pev( Snark, pev_NextBounceSoundTime, CurrentTime + 0.5 ); } CSqueak_Create ( const Player, const Float:Origin[ Coord_e ], const Float:Angles[ Coord_e], const Float:Velocity[ Coord_e ] ) { new Snark = create_entity( gGenericEntity ); if ( is_valid_ent( Snark ) ) { set_pev( Snark, pev_classname, gSnarkClassName ); set_pev( Snark, pev_groupinfo, gSnarkClassNameReference ); set_pev( Snark, pev_owner, Player ); set_pev( Snark, pev_origin, Origin ); set_pev( Snark, pev_angles, Angles ); set_pev( Snark, pev_velocity, Velocity ); CSqueak_Spawn ( Player, Snark, Origin ); return Snark; } return NULL_ENT; } CSqueak_Spawn ( const Player, const Snark, const Float:Origin[ Coord_e ] ) { new Float:CurrentTime = get_gametime(); set_pev( Snark, pev_movetype, MOVETYPE_BOUNCE ); set_pev( Snark, pev_solid, SOLID_BBOX ); entity_set_model ( Snark, gSnarkModel ); entity_set_size ( Snark, Float:{ -4.0, -4.0, 0.0 }, Float:{ 4.0, 4.0, 8.0 } ); entity_set_origin( Snark, Origin ); set_pev( Snark, pev_nextthink, CurrentTime + 0.1 ); set_pev( Snark, pev_NextHunt, CurrentTime + 1000000.0 ); // NextHunt set_pev( Snark, pev_DetonateDelay, CurrentTime + get_pcvar_float( pCvarDetonateDelay ) ); // DetonateDelay set_pev( Snark, pev_NextBounceSoundTime, CurrentTime ); // NextBounceSoundTime set_pev( Snark, pev_RealOwner, Player ); // RealOwner set_pev( Snark, pev_flags, pev( Snark, pev_flags ) | FL_MONSTER ); set_pev( Snark, pev_takedamage, DAMAGE_AIM ); set_pev( Snark, pev_health, get_pcvar_float( pCvarHealth ) + gSnarkHealthReference ); set_pev( Snark, pev_gravity, get_pcvar_float( pCvarGravity ) ); set_pev( Snark, pev_friction, get_pcvar_float( pCvarFriction ) ); set_pev( Snark, pev_fov, get_pcvar_num( pCvarFieldOfView ) ); // set_pev( Snark, pev_dmg, get_pcvar_float( pCvarDamagePop ) ); // --| Force snark to run. set_pev( Snark, pev_sequence, wsqueak_run ); set_pev( Snark, pev_framerate, 1.0 ); set_pev( Snark, pev_animtime, CurrentTime ); if ( get_pcvar_num( pCvarShowTrail ) ) { message_begin ( MSG_BROADCAST, SVC_TEMPENTITY ); write_byte ( TE_BEAMFOLLOW ); write_short ( Snark ); write_short ( gSmokeTrail ); write_byte ( TRAIL_LIFE ); // life write_byte ( TRAIL_WIDTH ); // width write_byte ( TRAIL_RED ); write_byte ( TRAIL_GREEN ); write_byte ( TRAIL_BLUE ); write_byte ( TRAIL_BRIGTHNESS ); message_end(); } } public CSqueak_WeaponIdle ( const Player ) { if ( gHasSnark{ Player } && gWeaponActive{ Player } ) { static Float:CurrentTime; CurrentTime = get_gametime(); if ( gTimeWeaponIdle[ Player ] > CurrentTime ) { return; } if ( gJustThrown{ Player } ) { gJustThrown{ Player } = false; if ( !gPlayerAmmo{ Player } ) { RemoveWeapon ( Player, get_pdata_cbase( Player, m_pActiveWeapon ) ); return; } UTIL_PlayWeaponAnimation ( Player, squeak_up ); gTimeWeaponIdle[ Player ] = CurrentTime + random_float ( 10.0, 15.0 ); return; } new Animation; new Float:NewTime; switch ( random_num( 0, 10 ) ) { case 0 .. 6 : { Animation = squeak_idle1; NewTime = 30.0 / 16.0 * ( 2.0 ); } case 7 .. 8 : { Animation = squeak_fidgetfit; NewTime = 70.0 / 16.0; } default : { Animation = squeak_fidgetnip; NewTime = 80.0 / 16.0; } } UTIL_PlayWeaponAnimation ( Player, Animation ); gTimeWeaponIdle[ Player ] = CurrentTime + NewTime; } } ChangeWeaponToSnark ( const Player ) { set_pev( Player, pev_viewmodel2 , gModel_V ); set_pev( Player, pev_weaponmodel2, gModel_P ); } UpdateHud ( const Player ) { message_begin( MSG_ONE_UNRELIABLE, gMsgidAmmoX, .player = Player ); write_byte( 12 ); write_byte( gPlayerAmmo{ Player } ); message_end(); } RemoveWeapon ( const Player, const Weapon ) { ExecuteHamB( Ham_Weapon_RetireWeapon, Weapon ); ExecuteHamB( Ham_RemovePlayerItem, Player, Weapon ); ExecuteHamB( Ham_Item_Kill, Weapon ); set_pev( Player, pev_weapons, pev( Player, pev_weapons ) & ~( 1 << gWeaponIndex ) ); cs_set_user_bpammo( Player, gWeaponIndex, 0 ); gHasSnark{ Player } = false; gWeaponActive{ Player } = false; } stock bool:UTIL_IsBSPModel ( const Entity ) { return ( pev( entity, pev_solid ) == SOLID_BSP || pev( Entity, pev_movetype ) == MOVETYPE_STEP ); } UTIL_BestVisibleEnemy ( const Snark, const Float:DistanceToSearch /* , const Flags */ ) { static List[ MAX_CLIENTS_N ]; static Float:Distance; static Float:Nearest; static ReturnEntity; static Count; static Entity; static i; Nearest = 8192.0; ReturnEntity = NULL_ENT; Count = find_sphere_class( Snark, "player", DistanceToSearch, List, sizeof List ); for ( i = 0; i < Count; i++ ) { Entity = List[ i ]; if ( ze_is_user_zombie( Entity ) ) { continue; } if ( UTIL_FInViewCone ( Snark, Entity ) && UTIL_FVisible( Snark, Entity ) ) { if ( ( Distance = entity_range( Snark, Entity ) ) <= Nearest ) { Nearest = Distance; ReturnEntity = Entity; } } } set_pev( Snark, pev_enemy, ReturnEntity ); return ReturnEntity; } 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(); } bool:UTIL_IsInWorld ( const Float:Origin[ Coord_e ], const Float:Velocity[ Coord_e ] ) { static i; for ( i = x; i <= z; i++ ) { if ( !( -4096.0 < Origin[ i ] < 4096.0 ) && !( -2000.0 < Velocity[ x ] < 2000.0 ) ) { return false; } } return true; } UTIL_RandomBloodVector ( Float:Direction[ Coord_e ] ) { Direction[ x ] = random_float( -1.0, 1.0 ); Direction[ y ] = random_float( -1.0, 1.0 ); Direction[ z ] = random_float( 0.0, 1.0 ); } FX_BloodDrips ( const Float:Origin[ Coord_e ], const BloodColor, const Amount ) { message_begin_f( MSG_PVS, SVC_TEMPENTITY, Origin, NULL_ENT ); write_byte( TE_BLOODSPRITE ); write_coord_f( Origin[ x ] ); write_coord_f( Origin[ y ] ); write_coord_f( Origin[ z ] ); write_short( gBloodSpray ); // initial sprite model write_short( gBloodDrop ); // droplet sprite models write_byte( BloodColor ); // color index into host_basepal write_byte( min( max( 3, ( Amount > 255 ? 255 : Amount ) / 10 ), 16 ) ); // size message_end(); } FX_StreakSplash ( const Float:Origin[ Coord_e ], const Float:Direction[ Coord_e ], const Color, const Count, const Speed, const VelocityRange ) { message_begin_f( MSG_PVS, SVC_TEMPENTITY, Origin, NULL_ENT ); write_byte( TE_STREAK_SPLASH ); write_coord_f( Origin[ x ] ); write_coord_f( Origin[ y ] ); write_coord_f( Origin[ z ] ); write_coord_f( Direction[ x ] ); write_coord_f( Direction[ y ] ); write_coord_f( Direction[ z ] ); write_byte( min( Color, 255 ) ); write_short( Count ); write_short( Speed ); write_short( VelocityRange );// random velocity modifier message_end(); } stock FX_TraceBleed( const Victim, const Float:Damage, const Float:Dir[ Coord_e ], const TraceResult:Trace ) { new TraceResult:BloodTrace; new Float:TraceDir[ Coord_e ]; new Float:EndPos [ Coord_e ]; new Float:Noise; new Float:Fraction; new Count; if ( Damage < 10 ) { Noise = 0.1; Count = 1; } else if ( Damage < 25 ) { Noise = 0.2; Count = 2; } else { Noise = 0.3; Count = 4; } for ( new i = 0 ; i < Count ; i++ ) { VectorScale ( Dir, -1.0, TraceDir ); TraceDir[ x ] += random_float( -Noise, Noise ); TraceDir[ y ] += random_float( -Noise, Noise ); TraceDir[ z ] += random_float( -Noise, Noise ); get_tr2( Trace, TR_vecEndPos, EndPos ); VectorMA ( EndPos, -172.0, TraceDir, TraceDir ); engfunc( EngFunc_TraceLine, EndPos, TraceDir, IGNORE_MONSTERS, Victim, BloodTrace ); get_tr2( BloodTrace, TR_flFraction, Fraction ); if ( Fraction != 1.0 ) { FX_BloodDecalTrace( BloodTrace, EndPos, BLOOD_COLOR_RED_N ); } } } stock FX_BloodDecalTrace ( const TraceResult:Trace, const Float:EndPos[ Coord_e ], const BloodColor ) { new Hit; new BaseIndex; new DecalIndex; new Float:Fraction; switch ( BloodColor ) { case BLOOD_COLOR_YELLOW_N : BaseIndex = get_decal_index( "{yblood1" ); case BLOOD_COLOR_RED_N : BaseIndex = get_decal_index( "{blood1" ); } DecalIndex = BaseIndex + random_num( 0, 5 ); Hit = max( 0, get_tr2( Trace, TR_pHit ) ); get_tr2( Trace, TR_flFraction, Fraction ); if ( Fraction == 1.0 || ( Hit && !UTIL_IsBSPModel ( Hit ) ) ) { return; } message_begin( MSG_BROADCAST, SVC_TEMPENTITY ); write_byte( Hit ? TE_DECAL : TE_WORLDDECAL ); write_coord_f( EndPos[ x ] ); write_coord_f( EndPos[ y ] ); write_coord_f( EndPos[ z ] ); write_byte( DecalIndex ); if ( Hit ) { write_short( Hit ); } message_end(); } stock UTIL_RadiusDamage ( const Float:Origin[ Coord_e ], const Inflictor, const Attacker, const Float:Damage, const Float:Radius, const DamageBits ) { static Entity; static Trace; static Float:AdjustedDamage; static bool:InWater; Entity = NULL_ENT; InWater = UTIL_LiquidContents( Origin ); while ( ( Entity = find_ent_in_sphere( Entity, Origin, Radius ) ) != NULL_ENT ) { if ( Entity == Inflictor ) { continue; } if ( pev( Entity, pev_takedamage ) && !ze_is_user_zombie( Entity ) && !(GetAlivePlayersNum(CsTeams:TEAM_CT) == 1) ) { static Float:EntOrigin[ Coord_e ]; static Float:EndPos [ Coord_e ]; static Float:Fraction; pev( Entity, pev_origin, EntOrigin ); engfunc( EngFunc_TraceLine, Origin, EntOrigin, IGNORE_MONSTERS, Inflictor, Trace ); get_tr2( Trace, TR_flFraction, Fraction ); get_tr2( Trace, TR_vecEndPos, EndPos ); if ( Fraction == 1.0 || get_tr2( Trace, TR_pHit ) == Entity ) { static Float:Delta[ Coord_e ]; static Float:Len; if ( get_tr2( Trace, TR_StartSolid ) ) { EndPos = Origin; Fraction = 0.0; } AdjustedDamage = Damage; VectorSubtract ( EndPos, Origin, Delta ); if ( ( Len = VectorLength ( Delta ) ) != 0.0 ) { VectorScale ( Delta, 1 / Len, Delta ); } if ( Len > 2.0 ) { Len -= 2.0; } if ( ( AdjustedDamage *= ( 1.0 - Len / Radius ) ) <= 0 ) { continue; } if ( InWater || pev( Entity, pev_waterlevel ) > 2 ) { AdjustedDamage *= 0.5; } if ( Fraction != 1.0 ) { ExecuteHam( Ham_TraceAttack, Entity, Inflictor, AdjustedDamage, Delta, Trace, DamageBits ); ExecuteHam( Ham_TakeDamage, Entity, Inflictor, Attacker, AdjustedDamage, DamageBits ); } else { ExecuteHam( Ham_TakeDamage, Entity, Inflictor, Attacker, AdjustedDamage, DamageBits ); } } } } } stock UTIL_EntitiesInBox ( List[], const ListMax, const Float:Mins[ Coord_e ], const Float:Maxs[ Coord_e ], const Flags ) { /* static Float:Origin [ Coord_e ]; static Float:Delta [ Coord_e ]; static Float:Mins [ Coord_e ]; static Float:Maxs [ Coord_e ]; pev( Snark, pev_origin, Origin ); Delta[ x ] = Delta[ y ] = Delta[ z ] = DistanceToSearch; VectorSubtract ( Origin, Delta, Mins ); VectorAdd ( Origin, Delta, Maxs ); Count = UTIL_EntitiesInBox ( List, sizeof List, Mins, Maxs, Flags ); */ static Float:AbsMins[ Coord_e ]; static Float:AbsMaxs[ Coord_e ]; static Count; static Entity; Count = 0; for ( Entity = 1; Entity <= gMaxEntities; Entity++ ) if( is_valid_ent( Entity ) ) { if ( !( pev( Entity, pev_flags ) & Flags ) ) { continue; } pev( Entity, pev_absmin, AbsMins ); pev( Entity, pev_absmax, AbsMaxs ); if ( Mins[ x ] > AbsMaxs[ x ] || Mins[ y ] > AbsMaxs[ y ] || Mins[ z ] > AbsMaxs[ z ] || Maxs[ x ] < AbsMins[ x ] || Maxs[ y ] < AbsMins[ y ] || Maxs[ z ] < AbsMins[ z ] ) { continue; } List[ Count ] = Entity; if ( Count++ >= ListMax ) { return Count; } } return Count; } bool:UTIL_FVisible ( const Entity, const Other ) { static Float:LookerOrigin[ Coord_e ]; static Float:TargetOrigin[ Coord_e ]; static Float:Fraction; static LookerWLevel; static TargetWLevel; if ( pev( Other, pev_flags ) & FL_NOTARGET ) { return false; } LookerWLevel = pev ( Entity, pev_waterlevel ); TargetWLevel = pev ( Other, pev_waterlevel ); if ( ( LookerWLevel != 3 && TargetWLevel == 3 ) || ( LookerWLevel == 3 && TargetWLevel == 0 ) ) { return false; } UTIL_EyePosition ( Entity, LookerOrigin ); UTIL_EyePosition ( Other, TargetOrigin ); engfunc( EngFunc_TraceLine, LookerOrigin, TargetOrigin, IGNORE_MONSTERS | IGNORE_GLASS, Entity, 0 ); get_tr2( 0, TR_flFraction, Fraction ); return Fraction == 1.0 ? true : false; } bool:UTIL_FInViewCone ( const Entity, const Other ) { static Float:Angles [ Coord_e ]; static Float:HOrigin[ Coord_e ]; static Float:Origin [ Coord_e ]; pev( Entity, pev_angles, Angles ); engfunc( EngFunc_MakeVectors, Angles ); global_get( glb_v_forward, Angles ); Angles[ z ] = 0.0; pev( Entity, pev_origin, HOrigin ); pev( Other, pev_origin, Origin ); VectorSubtract ( Origin, HOrigin, Origin ); Origin[ z ] = 0.0; VectorNormalize ( Origin, Origin ); if ( DotProduct ( Origin, Angles ) > pev( Entity, pev_fov ) ) { return true; } return false; } UTIL_EyePosition ( const Entity, Float:Origin[ Coord_e ] ) { static Float:ViewOfs[ Coord_e ]; pev( Entity, pev_origin, Origin ); pev( Entity, pev_view_ofs, ViewOfs ); VectorAdd ( Origin, ViewOfs, Origin ); } stock bool:UTIL_LiquidContents( const Float:Source[ Coord_e ] ) { new Contents = point_contents( Source ); return ( Contents == CONTENTS_WATER || Contents == CONTENTS_SLIME || Contents == CONTENTS_LAVA ); } VectorNormalize ( const Float:Source[ Coord_e ], Float:Output[ Coord_e ] ) { static Float:InvLen; InvLen = 1.0 / VectorLength ( Source ); Output[ x ] = Source[ x ] * InvLen; Output[ y ] = Source[ y ] * InvLen; Output[ z ] = Source[ z ] * InvLen; }
just try any code hopefully it will work !
LOL
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yes just try it ....Rain1153 wrote: ↑5 years agoso is it fully convertedjohnnysins2000 wrote: ↑5 years agoit's the same as me bro !Raheem wrote: ↑5 years ago Here it's:
Code: Select all
/* - - - - - - - - - - - AMX Mod X script. | Author : Arkshine | Plugin : WPN Squeak Grenade | Version : v1.0.6 - without WM. (!) Support : http://forums.alliedmods.net/showthread.php?t=93659 (!) Version without WeaponMod required and for Zombie Plague. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Description : - - - - - - - Basically, it's almost the same weapon that you can see in Half-life 1. Snarks are small, red, and bulbous, with a large (in relation to body porportion) single green eye and a large pincer-like mandible. Snarks are normally calm creatures that show little signs of intelligence, but if they see any living creature other than another Snark, they immediately begin to attack it. They attack aggressively, persistently, and erratically, leaping and biting at their target. A full description can be found here : http://half-life.wikia.com/wiki/Snark . Requirement : - - - - - - - * CS 1.6 / CZ. * AMX Mod X 1.8.x or higher. Changelog : - - - - - - v1.0.6 : [ 11 jul 2009 ] (+) Initial release. Credits : - - - - - * HLSDK * DevconeS * VEN * Sproily ( Alternative models ) - - - - - - - - - - - */ #include <zombie_escape> #include <cstrike> #include <engine> #include <fun> #define Plugin "[ZE] Extra: Squeak Grenade" #define Version "1.0.6-wwm" #define Author "Arkshine" // --| Zombie Plaque: Extra item configuration. #define ZE_EXTRA_ITEM_NAME "Snark INFECTOR" #define ZE_EXTRA_ITEM_COST 14 // --| Comment if you want to use the default model from valve. #define ALTERNATIVE_MODEL // --| Snark trail. #define TRAIL_LIFE 40 // Life #define TRAIL_WIDTH 4 // Width #define TRAIL_RED 10 // Red #define TRAIL_GREEN 224 // Red #define TRAIL_BLUE 10 // Green #define TRAIL_BRIGTHNESS 200 // Blue /* - - - | WEAPON MODELS | - - - */ #if !defined ALTERNATIVE_MODEL new const gModel_P[] = "models/p_squeak.mdl"; new const gModel_V[] = "models/v_squeak.mdl"; #else new const gModel_P[] = "models/p_alt_squeak.mdl"; new const gModel_V[] = "models/v_alt_squeak_gflip.mdl"; #endif /* - - - | SNARK SOUNDS | - - - */ new const gSnarkHunt1Sound [] = "squeek/sqk_hunt1.wav"; new const gSnarkHunt2Sound [] = "squeek/sqk_hunt2.wav"; new const gSnarkHunt3Sound [] = "squeek/sqk_hunt3.wav"; new const gSnarkDieSound [] = "squeek/sqk_die1.wav"; new const gSnarkAttackSound [] = "squeek/sqk_deploy1.wav"; new const gSnarkBlastSound [] = "weapons/sqk_blast2.wav"; new const gSnarkBodySplatSound[] = "common/bodysplat.wav"; /* - - - | SNARK MODEL | - - - */ new #if !defined ALTERNATIVE_MODEL gSnarkModel[] = "models/w_squeak.mdl"; #else gSnarkModel[] = "models/w_alt_squeak.mdl"; #endif /* - - - | SEQUENCE | - - - */ enum { wsqueak_idle1, wsqueak_fidget, wsqueak_jump, wsqueak_run }; enum { squeak_idle1, squeak_fidgetfit, squeak_fidgetnip, squeak_down, squeak_up, squeak_throw }; /* - - | CONSTANTS | - - */ const BLOOD_COLOR_RED_N = 247; const BLOOD_COLOR_YELLOW_N = 195; const MAX_CLIENTS_N = 32; const MAX_KNIFE_MODEL_LENGTH = 128; const NONE = -1; const NULL_ENT = 0; enum _:Coord_e { Float:x, Float:y, Float:z }; enum _:Angle_e { Float:Pitch, Float:Yaw, Float:Roll }; enum { HuntThink = 1, SuperBounceTouch, RemoveSnark }; new const Float:gHullMin [ Coord_e ] = { -16.0, -16.0, -36.0 }; new const Float:gDuckHullMin[ Coord_e ] = { -16.0, -16.0, -18.0 }; new const gWeaponCommand [] = "weapon_hegrenade"; new const gWeaponIndex = CSW_HEGRENADE; new const gGenericEntity [] = "info_target"; new const gSnarkClassName[] = "wpn_snark"; /* - - - - | PLAYER/WEAPON OFFSETS | - - - - */ const m_flNextAttack = 83 // Player. const m_pActiveWeapon = 373; // Player. const m_pPlayer = 41; // Weapon. const m_flNextPrimaryAttack = 46; // Weapon. /* - - - | CUSTOM FIELD | - - - */ #define pev_NextHunt pev_fuser1 #define pev_NextBounceSoundTime pev_fuser2 #define pev_NextHit pev_fuser3 #define pev_NextAttack pev_fuser4 #define pev_DetonateDelay pev_ltime #define pev_RealOwner pev_iuser1 #define pev_Remove pev_iuser2 #define pev_EnemyTarget pev_vuser1 #define pev_PosPrev pev_vuser2 /* - - - | CVAR POINTER | - - - */ new pCvarAmmo; new pCvarRefireRate; new pCvarHealth; new pCvarVelocity; new pCvarDamagePop; new pCvarDamageRadius; new pCvarGravity; new pCvarFriction; new pCvarDetonateDelay; new pCvarFieldOfView; new pCvarShowTrail; /* - - - - | SPRITES/MODELS INDEX | - - - - */ new gBloodSpray; new gBloodDrop; new gSmokeTrail; /* - - - - | OTHERS STUFFS | - - - */ new bool:gHasSnark [ MAX_CLIENTS_N + 1 char ]; new bool:gWeaponActive[ MAX_CLIENTS_N + 1 char ]; new bool:gJustThrown [ MAX_CLIENTS_N + 1 char ]; new Float:gNextShot [ MAX_CLIENTS_N + 1 ]; new Float:gTimeWeaponIdle[ MAX_CLIENTS_N + 1 ]; new gPlayerAmmo[ MAX_CLIENTS_N + 1 char ]; new const gSnarkHealthReference = 10000; new gSnarkClassNameReference; new gMaxEntities; new gMaxClients; new gMsgidAmmoX; new gSnarInfector; /* - - | MACROS | - - */ #define VectorSubtract(%1,%2,%3) ( %3[ x ] = %1[ x ] - %2[ x ], %3[ y ] = %1[ y ] - %2[ y ], %3[ z ] = %1[ z ] - %2[ z ] ) #define VectorAdd(%1,%2,%3) ( %3[ x ] = %1[ x ] + %2[ x ], %3[ y ] = %1[ y ] + %2[ y ], %3[ z ] = %1[ z ] + %2[ z ] ) #define VectorCopy(%1,%2) ( %2[ x ] = %1[ x ], %2[ y ] = %1[ y ], %2[ z ] = %1[ z ] ) #define VectorScale(%1,%2,%3) ( %3[ x ] = %2 * %1[ x ], %3[ y ] = %2 * %1[ y ], %3[ z ] = %2 * %1[ z ] ) #define VectorMA(%1,%2,%3,%4) ( %4[ x ] = %1[ x ] + %2 * %3[ x ], %4[ y ] = %1[ y ] + %2 * %3[ y ], %4[ z ] = %1[ z ] + %2 * %3[ z ] ) #define VectorMS(%1,%2,%3,%4) ( %4[ x ] = %1[ x ] - %2 * %3[ x ], %4[ y ] = %1[ y ] - %2 * %3[ y ], %4[ z ] = %1[ z ] - %2 * %3[ z ] ) #define VectorLength(%1) ( floatsqroot ( %1[ x ] * %1[ x ] + %1[ y ] * %1[ y ] + %1[ z ] * %1[ z ] ) ) #define VectorEqual(%1,%2) ( %1[ x ] == %2[ x ] && %1[ y ] == %2[ y ] && %1[ z ] == %2[ z ] ) #define DotProduct(%1,%2) ( %1[ x ] * %2[ x ]+ %1[ y ] * %2[ y ] + %1[ z ] * %2[ z ] ) #define message_begin_f(%1,%2,%3) ( engfunc ( EngFunc_MessageBegin, %1, %2, %3 ) ) #define write_coord_f(%1) ( engfunc ( EngFunc_WriteCoord, %1 ) ) public plugin_precache () { // --| Weapon models. precache_model( gModel_P ); precache_model( gModel_V ); // --| Snark model. precache_model( gSnarkModel ); // --| Snark sounds. precache_sound( gSnarkBlastSound ); precache_sound( gSnarkBodySplatSound ); precache_sound( gSnarkDieSound ); precache_sound( gSnarkHunt1Sound ); precache_sound( gSnarkHunt2Sound ); precache_sound( gSnarkHunt3Sound ); precache_sound( gSnarkAttackSound ); gBloodSpray = precache_model( "sprites/bloodspray.spr" ); // initial blood gBloodDrop = precache_model( "sprites/blood.spr" ); // splattered blood } public plugin_init () { register_plugin( Plugin, Version, Author ); register_cvar( "ze_snark_version", Version, FCVAR_SERVER | FCVAR_SPONLY ); gSnarInfector = ze_register_item(ZE_EXTRA_ITEM_NAME, ZE_EXTRA_ITEM_COST, 0); pCvarAmmo = register_cvar( "wpn_sg_ammo" , "5" ); pCvarRefireRate = register_cvar( "wpn_sg_refire_rate" , "0.3" ); pCvarHealth = register_cvar( "wpn_sg_health" , "10" ); pCvarVelocity = register_cvar( "wpn_sg_velocity" , "200" ); pCvarDamagePop = register_cvar( "wpn_sg_damage_pop" , "6" ); pCvarDamageRadius = register_cvar( "wpn_sg_damage_radius" , "15" ); pCvarGravity = register_cvar( "wpn_sg_gravity" , "0.5" ); pCvarFriction = register_cvar( "wpn_sg_friction" , "0.5" ); pCvarDetonateDelay = register_cvar( "wpn_sg_detonate_delay" , "15" ); pCvarFieldOfView = register_cvar( "wpn_sg_fov" , "0" ); pCvarShowTrail = register_cvar( "wpn_sg_show_trail" , "1" ); RegisterHam( Ham_Item_Deploy , gWeaponCommand, "CSqueak_Deploy", 1 ); RegisterHam( Ham_Item_Holster, gWeaponCommand, "CSqueak_Holster", 1 ); RegisterHam( Ham_TakeDamage, gGenericEntity, "CSqueak_TakeDamage", 1 ); register_forward( FM_CmdStart, "CSqueak_HookButtons" ); register_forward( FM_PlayerPreThink, "CSqueak_WeaponIdle" ); register_think( gSnarkClassName, "CSqueak_HuntThink" ); register_touch( gSnarkClassName, "*", "CSqueak_SuperBounceTouch" ); // register_clcmd( "say test", "CSqueak_GiveWeapon" ); gMaxEntities = global_get( glb_maxEntities ); gMaxClients = global_get( glb_maxClients ); gSnarkClassNameReference = engfunc( EngFunc_AllocString, gSnarkClassName ); gMsgidAmmoX = get_user_msgid( "AmmoX" ); if ( get_pcvar_num( pCvarShowTrail ) ) { gSmokeTrail = engfunc( EngFunc_PrecacheModel, "sprites/smoke.spr" ); } } public ze_select_item_pre(id, itemid) { // Return Available and we will block it in Post, So it dosen't affect other plugins if (itemid != gSnarInfector) return ZE_ITEM_AVAILABLE // Available for Humans only, So don't show it for zombies if (ze_is_user_zombie(id)) return ZE_ITEM_DONT_SHOW return ZE_ITEM_AVAILABLE } public ze_select_item_post(id, itemid) { // This is not our item, Block it here if (itemid != gSnarInfector) return CSqueak_GiveWeapon ( id ); } public ze_roundend ( WinTeam ) { new Snark = -1; while ( ( Snark = find_ent_by_class( Snark, gSnarkClassName ) ) != NULL_ENT ) { CSqueak_Killed ( Snark, 0, true ); } for ( new Player = 1; Player <= gMaxClients; Player++ ) { CheckAndRemoveWeapon ( Player ); } } public ze_user_humanized ( Player ) { if ( !ze_is_user_zombie( Player ) ) { CheckAndRemoveWeapon ( Player ); } } stock CheckAndRemoveWeapon ( const Player ) { if ( user_has_weapon( Player, gWeaponIndex ) ) { RemoveWeapon ( Player, get_user_weapon( Player ) == gWeaponIndex ? get_pdata_cbase( Player, m_pActiveWeapon ) : find_ent_by_owner ( -1, gWeaponCommand, Player ) ); } } public client_connect ( Player ) { gHasSnark { Player } = false; gWeaponActive{ Player } = false; gJustThrown { Player } = false; gPlayerAmmo { Player } = get_pcvar_num( pCvarAmmo ); } public CSqueak_GiveWeapon( const Player ) { gHasSnark{ Player } = true; gPlayerAmmo{ Player } = get_pcvar_num( pCvarAmmo ); give_item( Player, gWeaponCommand ); engclient_cmd( Player, gWeaponCommand ); } public CSqueak_PrimaryAttack ( const Player ) { static Float:VAngle [ Angle_e ]; static Float:Origin [ Coord_e ]; static Float:TraceOrigin[ Coord_e ]; static Float:Forward [ Coord_e ]; static Float:Start [ Coord_e ]; static Float:End [ Coord_e ]; static Float:EndPos [ Coord_e ]; static Float:Velocity [ Coord_e ]; static Float:Fraction; if ( gPlayerAmmo{ Player } ) { if ( pev( Player, pev_waterlevel ) >= 3 ) { emit_sound( Player, CHAN_WEAPON, gSnarkDieSound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM + 5 ); gNextShot[ Player ] = get_gametime() + get_pcvar_float( pCvarRefireRate ); return PLUGIN_HANDLED; } pev( Player, pev_origin, Origin ); pev( Player, pev_v_angle, VAngle ); pev( Player, pev_velocity, Velocity ); engfunc( EngFunc_MakeVectors, VAngle ); VectorCopy( Origin, TraceOrigin ); if ( pev( Player, pev_flags ) & FL_DUCKING ) { TraceOrigin[ x ] = TraceOrigin[ x ] - ( gHullMin[ x ] - gDuckHullMin[ x ] ); TraceOrigin[ y ] = TraceOrigin[ y ] - ( gHullMin[ y ] - gDuckHullMin[ y ] ); TraceOrigin[ z ] = TraceOrigin[ z ] - ( gHullMin[ z ] - gDuckHullMin[ z ] ); } global_get( glb_v_forward, Forward ); VectorMA ( TraceOrigin, 20.0, Forward, Start ); VectorMA ( TraceOrigin, 64.0, Forward, End ); engfunc( EngFunc_TraceLine, Start, End, DONT_IGNORE_MONSTERS, NULL_ENT, 0 ); get_tr2( 0, TR_Fraction, Fraction ); get_tr2( 0, TR_vecEndPos, EndPos ); if ( !get_tr2( 0, TR_AllSolid ) && !get_tr2( 0, TR_StartSolid ) && Fraction > 0.25 ) { // --| Play the throw animation. UTIL_PlayWeaponAnimation ( Player, squeak_throw ); // --| player "shoot" animation // VectorMA ( Velocity, get_pcvar_float( pCvarVelocity ), Forward, Velocity ); if ( CSqueak_Create ( Player, EndPos, VAngle, Velocity ) ) { new Float:CurrentTime = get_gametime(); switch ( random_num( 0, 2 ) ) { case 0: emit_sound( Player, CHAN_WEAPON, gSnarkHunt1Sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM ); case 1: emit_sound( Player, CHAN_WEAPON, gSnarkHunt2Sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM ); case 2: emit_sound( Player, CHAN_WEAPON, gSnarkHunt3Sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM ); } gPlayerAmmo{ Player }--; gJustThrown{ Player } = true; UpdateHud ( Player ); gNextShot[ Player ] = CurrentTime + get_pcvar_float( pCvarRefireRate ); gTimeWeaponIdle[ Player ] = CurrentTime + 1.0; return PLUGIN_CONTINUE; } } } return PLUGIN_HANDLED; } public CSqueak_Deploy ( const Weapon ) { // --| Get the knife's owner index. new Player = get_pdata_cbase( Weapon, m_pPlayer, 4 ); if ( Player && gHasSnark{ Player } ) { // --| Change knife to snark weapon. ChangeWeaponToSnark ( Player ); // --| Play the deploy animation. UTIL_PlayWeaponAnimation ( Player, squeak_up ); emit_sound ( Weapon, CHAN_VOICE , random_float ( 0.0, 1.0 ) <= 0.5 ? gSnarkHunt2Sound : gSnarkHunt3Sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM ); // --| Block the primary attack. set_pdata_float( Weapon, m_flNextPrimaryAttack, 9999.0, 4 ); set_pdata_float( Player, m_flNextAttack, 9999.0 ); // --| Update Ammo on HUD. UpdateHud ( Player ); // --| We are holding the weapon. gWeaponActive{ Player } = true; } } public CSqueak_Holster ( const Weapon ) { // --| Get the knife's owner index. new Player = get_pdata_cbase( Weapon, m_pPlayer, 4 ); if ( Player && gHasSnark{ Player } && gWeaponActive{ Player } ) { // --| We are not holding the weapon anymore. gWeaponActive{ Player } = false; set_pdata_float( Player, m_flNextAttack, get_gametime() + 0.5 ); if ( !gPlayerAmmo{ Player } && user_has_weapon( Player, gWeaponIndex ) ) { RemoveWeapon ( Player, get_pdata_cbase( Player, m_pActiveWeapon ) ); } else { // --| Play the holster animation. UTIL_PlayWeaponAnimation ( Player, squeak_down ); emit_sound( Player, CHAN_WEAPON, "common/null.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM ); } } } public CSqueak_Killed ( const Snark, const Killer, const bool:ShouldGib ) { new Float:Direction[ Coord_e ]; new Float:Origin [ Coord_e ]; pev( Snark, pev_origin, Origin ); set_pev( Snark, pev_model, 0 ); set_pev( Snark, pev_Remove, RemoveSnark ); set_pev( Snark, pev_DetonateDelay, get_gametime() + 0.1 ); set_pev( Snark, pev_takedamage, DAMAGE_NO ); emit_sound( Snark, CHAN_ITEM, gSnarkBlastSound, VOL_NORM, ATTN_NORM / 2, 0, PITCH_NORM ); emit_sound( Snark, CHAN_VOICE, gSnarkBodySplatSound, 0.75, ATTN_NORM, 0, PITCH_NORM * 2 ); UTIL_RandomBloodVector( Direction ); FX_BloodDrips ( Origin, BLOOD_COLOR_YELLOW_N, .Amount = 60 ); FX_StreakSplash ( Origin, Direction, .Color = 5, .Count = 16, .Speed = 50, .VelocityRange = 200 ); UTIL_RadiusDamage ( Origin, Snark, pev( Snark, pev_RealOwner ), get_pcvar_float( pCvarDamagePop ), get_pcvar_float( pCvarDamageRadius ), DMG_BLAST ); } /* public CZombie_Killed ( const Zombie, const Human, const bool:ShouldGid ) { if ( ze_is_user_zombie( Zombie ) && gHasSnark{ Zombie } ) { } } */ public CSqueak_TakeDamage ( const Snark, const Inflictor, const Attacker, const Float:Damage, const DamageBits ) { if ( is_valid_ent( Snark ) && pev( Snark, pev_groupinfo ) == gSnarkClassNameReference ) { if ( pev( Snark, pev_health ) - gSnarkHealthReference <= 0 ) { CSqueak_Killed ( Snark, Attacker, .ShouldGib = true ); } } } public CSqueak_HookButtons ( const Player, const UC_Handle, const Seed ) { static Float:CurrentTime; static Buttons; if ( gHasSnark{ Player } && gWeaponActive{ Player } && ( Buttons = get_uc( UC_Handle, UC_Buttons ) ) & IN_ATTACK ) { CurrentTime = get_gametime(); if ( gNextShot[ Player ] > CurrentTime ) { return FMRES_HANDLED; } if ( CSqueak_PrimaryAttack ( Player ) == PLUGIN_HANDLED ) { return FMRES_HANDLED; } set_uc( UC_Handle, UC_Buttons, Buttons & ~IN_ATTACK ); return FMRES_HANDLED; } return FMRES_IGNORED; } public CSqueak_HuntThink ( const Snark ) { if ( !is_valid_ent( Snark ) ) { return HAM_IGNORED; } static Float:Origin [ Coord_e ]; static Float:Velocity[ Coord_e ]; static Float:Angles [ Coord_e ]; static Float:Flat [ Coord_e ]; static Float:CurrentTime; static Float:DieDelay; static Float:NextHunt; static Float:SPitch; static Enemy; pev( Snark, pev_velocity, Velocity ); pev( Snark, pev_origin, Origin ); if ( !UTIL_IsInWorld ( Origin, Velocity ) ) { set_pev( Snark, pev_flags, pev( Snark, pev_flags ) | FL_KILLME ); return HAM_IGNORED; } CurrentTime = get_gametime(); set_pev( Snark, pev_nextthink, CurrentTime + 0.1 ); pev( Snark, pev_NextHunt, NextHunt ); pev( Snark, pev_DetonateDelay, DieDelay ); pev( Snark, pev_angles, Angles ); if ( CurrentTime >= DieDelay ) { if ( pev( Snark, pev_Remove ) ) { set_pev( Snark, pev_flags, pev( Snark, pev_flags ) | FL_KILLME ); return HAM_IGNORED; } set_pev( Snark, pev_health, -1.0 ); CSqueak_Killed ( Snark, 0, true ); return HAM_IGNORED; } if ( pev( Snark, pev_waterlevel ) != 0 ) { if ( pev( Snark, pev_movetype ) == MOVETYPE_BOUNCE ) { set_pev( Snark, pev_movetype, MOVETYPE_FLY ); } VectorScale ( Velocity, 0.9, Velocity ); Velocity[ z ] += 8.0; set_pev( Snark, pev_velocity, Velocity ); } else if ( pev( Snark, pev_movetype ) == MOVETYPE_FLY ) { set_pev( Snark, pev_movetype, MOVETYPE_BOUNCE ); } if ( NextHunt > CurrentTime ) { return HAM_IGNORED; } set_pev( Snark, pev_NextHunt, CurrentTime + 2.0 ); VectorCopy ( Velocity, Flat ); Flat[ z ] = 0.0; VectorNormalize ( Flat, Flat ); engfunc( EngFunc_MakeVectors, Angles ); if ( ( Enemy = pev( Snark, pev_enemy ) ) == NULL_ENT || !is_user_alive( Enemy ) || ze_is_user_zombie( Enemy ) ) { Enemy = UTIL_BestVisibleEnemy ( Snark, 512.0 ); } if ( 0.3 <= DieDelay - CurrentTime <= 0.5 ) { set_pev( Snark, pev_scale, 2.0 ); emit_sound( Snark, CHAN_VOICE, gSnarkDieSound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM + random_num( 0, 0x3F ) ); } SPitch = 155.0 - 60.0 * ( ( DieDelay - CurrentTime ) / get_pcvar_float( pCvarDetonateDelay ) ); if ( SPitch < 80.0 ) { SPitch = 80.0; } if ( Enemy != NULL_ENT && !ze_is_user_zombie( Enemy ) ) { static Float:Target[ Coord_e ]; static Float:Vel; static Float:Adj; pev( Snark, pev_EnemyTarget, Target ); if ( UTIL_FVisible( Snark, Enemy ) ) { static Float:EyePosition[ Coord_e ]; UTIL_EyePosition ( Enemy, EyePosition ); VectorSubtract ( EyePosition, Origin, Target ); VectorNormalize ( Target, Target ); set_pev( Snark, pev_EnemyTarget, Target ); } Vel = VectorLength ( Velocity ); Adj = 50.0 / ( Vel + 10.0 ); if ( Adj > 1.2 ) { Adj = 1.2; } Velocity[ x ] = Velocity[ x ] * Adj + Target[ x ] * 300.0; Velocity[ y ] = Velocity[ y ] * Adj + Target[ y ] * 300.0; Velocity[ z ] = Velocity[ z ] * Adj + Target[ z ] * 300.0; set_pev( Snark, pev_velocity, Velocity ); } if ( pev( Snark, pev_flags ) & FL_ONGROUND ) { set_pev( Snark, pev_avelocity, Float:{ 0.0, 0.0, 0.0 } ); } else { static Float:AVelocity[ Coord_e ]; pev( Snark, pev_avelocity, AVelocity ); if ( AVelocity[ x ] == 0.0 && AVelocity[ y ] == 0.0 && AVelocity[ z ] == 0.0 ) { AVelocity[ x ] = random_float( -100.0, 100.0 ); AVelocity[ z ] = random_float( -100.0, 100.0 ); set_pev( Snark, pev_avelocity, AVelocity ); } } static Float:PosPrev[ Coord_e ]; pev( Snark, pev_PosPrev, PosPrev ); VectorSubtract ( Origin, PosPrev, PosPrev ); if ( VectorLength ( PosPrev ) < 1.0 ) { Velocity[ x ] = random_float( -100.0, 100.0 ); Velocity[ y ] = random_float( -100.0, 100.0 ); set_pev( Snark, pev_velocity, Velocity ); } set_pev( Snark, pev_PosPrev, Origin ); vector_to_angle( Velocity, Angles ); Angles[ z ] = 0.0; Angles[ x ] = 0.0; set_pev( Snark, pev_angles, Angles ); return HAM_IGNORED; } public CSqueak_SuperBounceTouch ( const Snark, const Other ) { if ( !is_valid_ent( Snark ) ) { return; } static Float:Angles [ Angle_e ]; static Float:NextHit; static Float:DieDelay; static Float:NextAttack; static Float:NextBounceSoundTime; static Float:SPitch; static Float:CurrentTime; static Owner; Owner = pev( Snark, pev_owner ); if ( Owner && Other == Owner ) { return; } SPitch = PITCH_NORM * 1.0; CurrentTime = get_gametime(); set_pev( Snark, pev_owner, NULL_ENT ); pev( Snark, pev_angles, Angles ); pev( Snark, pev_NextHit, NextHit ); pev( Snark, pev_DetonateDelay, DieDelay ); pev( Snark, pev_NextAttack, NextAttack ); pev( Snark, pev_NextBounceSoundTime, NextBounceSoundTime ); Angles[ x ] = 0.0; Angles[ z ] = 0.0; set_pev( Snark, pev_angles, Angles ); if ( NextHit > CurrentTime ) { return; } SPitch = 155.0 - 60.0 * ( ( DieDelay - CurrentTime ) / get_pcvar_float( pCvarDetonateDelay ) ); if ( 1 <= Other <= gMaxClients && pev( Other, pev_takedamage ) && NextAttack < CurrentTime ) { static Hit; Hit = global_get( glb_trace_ent ); if ( Hit == Other && pev( Hit, pev_modelindex ) != pev( Snark, pev_modelindex ) && 1 <= Other <= gMaxClients ) { Owner = pev( Snark, pev_RealOwner ); if ( !ze_is_user_zombie( Other ) && GetAlivePlayersNum(CsTeams:TEAM_CT) == 1 ) { static Float:Forward [ Coord_e ]; static Float:EndPos [ Coord_e ]; static Float:OriginSnark[ Coord_e ]; static Float:OriginOther[ Coord_e ]; static Trace; static Float:Damage; Trace = create_tr2(); pev( Snark, pev_dmg, Damage ); pev( Snark, pev_origin, OriginSnark ); pev( Other, pev_origin, OriginOther ); engfunc( EngFunc_TraceLine, OriginSnark, OriginOther, DONT_IGNORE_MONSTERS, Snark, Trace ); get_tr2( Trace, TR_vecPlaneNormal, Forward ); get_tr2( Trace, TR_vecEndPos, EndPos ); ExecuteHam( Ham_TraceBleed, Other, Damage, Forward, Trace, DMG_SLASH ); free_tr2( Trace ); FX_BloodDrips ( EndPos, BLOOD_COLOR_RED_N, .Amount = floatround( Damage ) ); ExecuteHam( Ham_TakeDamage, Other, Snark, Owner, Damage, DMG_SLASH ); set_pev( Snark, pev_dmg, pev( Snark, pev_dmg ) + get_pcvar_float( pCvarDamagePop ) ); } else { ze_set_user_zombie( Other ); ze_set_escape_coins( Owner, ze_get_escape_coins( Owner ) + 2 ); set_user_frags( Owner, get_user_frags( Owner ) + 1 ); set_pev( Snark, pev_enemy, NULL_ENT ); } emit_sound( Snark, CHAN_WEAPON, gSnarkAttackSound, VOL_NORM, ATTN_NORM, 0, floatround( SPitch ) ); set_pev( Snark, pev_NextAttack, CurrentTime + 0.5 ); } } set_pev( Snark, pev_NextHit, CurrentTime + 0.1 ); set_pev( Snark, pev_NextHunt, CurrentTime ); if ( CurrentTime < NextBounceSoundTime ) { return; } if ( !( pev( Snark, pev_flags ) & FL_ONGROUND ) ) { switch ( random( 10 ) ) { case 0 .. 3 : emit_sound( Snark, CHAN_VOICE, gSnarkHunt1Sound, VOL_NORM, ATTN_NORM, 0, floatround( SPitch ) ); case 4 .. 7 : emit_sound( Snark, CHAN_VOICE, gSnarkHunt2Sound, VOL_NORM, ATTN_NORM, 0, floatround( SPitch ) ); default : emit_sound( Snark, CHAN_VOICE, gSnarkHunt3Sound, VOL_NORM, ATTN_NORM, 0, floatround( SPitch ) ); } } set_pev( Snark, pev_NextBounceSoundTime, CurrentTime + 0.5 ); } CSqueak_Create ( const Player, const Float:Origin[ Coord_e ], const Float:Angles[ Coord_e], const Float:Velocity[ Coord_e ] ) { new Snark = create_entity( gGenericEntity ); if ( is_valid_ent( Snark ) ) { set_pev( Snark, pev_classname, gSnarkClassName ); set_pev( Snark, pev_groupinfo, gSnarkClassNameReference ); set_pev( Snark, pev_owner, Player ); set_pev( Snark, pev_origin, Origin ); set_pev( Snark, pev_angles, Angles ); set_pev( Snark, pev_velocity, Velocity ); CSqueak_Spawn ( Player, Snark, Origin ); return Snark; } return NULL_ENT; } CSqueak_Spawn ( const Player, const Snark, const Float:Origin[ Coord_e ] ) { new Float:CurrentTime = get_gametime(); set_pev( Snark, pev_movetype, MOVETYPE_BOUNCE ); set_pev( Snark, pev_solid, SOLID_BBOX ); entity_set_model ( Snark, gSnarkModel ); entity_set_size ( Snark, Float:{ -4.0, -4.0, 0.0 }, Float:{ 4.0, 4.0, 8.0 } ); entity_set_origin( Snark, Origin ); set_pev( Snark, pev_nextthink, CurrentTime + 0.1 ); set_pev( Snark, pev_NextHunt, CurrentTime + 1000000.0 ); // NextHunt set_pev( Snark, pev_DetonateDelay, CurrentTime + get_pcvar_float( pCvarDetonateDelay ) ); // DetonateDelay set_pev( Snark, pev_NextBounceSoundTime, CurrentTime ); // NextBounceSoundTime set_pev( Snark, pev_RealOwner, Player ); // RealOwner set_pev( Snark, pev_flags, pev( Snark, pev_flags ) | FL_MONSTER ); set_pev( Snark, pev_takedamage, DAMAGE_AIM ); set_pev( Snark, pev_health, get_pcvar_float( pCvarHealth ) + gSnarkHealthReference ); set_pev( Snark, pev_gravity, get_pcvar_float( pCvarGravity ) ); set_pev( Snark, pev_friction, get_pcvar_float( pCvarFriction ) ); set_pev( Snark, pev_fov, get_pcvar_num( pCvarFieldOfView ) ); // set_pev( Snark, pev_dmg, get_pcvar_float( pCvarDamagePop ) ); // --| Force snark to run. set_pev( Snark, pev_sequence, wsqueak_run ); set_pev( Snark, pev_framerate, 1.0 ); set_pev( Snark, pev_animtime, CurrentTime ); if ( get_pcvar_num( pCvarShowTrail ) ) { message_begin ( MSG_BROADCAST, SVC_TEMPENTITY ); write_byte ( TE_BEAMFOLLOW ); write_short ( Snark ); write_short ( gSmokeTrail ); write_byte ( TRAIL_LIFE ); // life write_byte ( TRAIL_WIDTH ); // width write_byte ( TRAIL_RED ); write_byte ( TRAIL_GREEN ); write_byte ( TRAIL_BLUE ); write_byte ( TRAIL_BRIGTHNESS ); message_end(); } } public CSqueak_WeaponIdle ( const Player ) { if ( gHasSnark{ Player } && gWeaponActive{ Player } ) { static Float:CurrentTime; CurrentTime = get_gametime(); if ( gTimeWeaponIdle[ Player ] > CurrentTime ) { return; } if ( gJustThrown{ Player } ) { gJustThrown{ Player } = false; if ( !gPlayerAmmo{ Player } ) { RemoveWeapon ( Player, get_pdata_cbase( Player, m_pActiveWeapon ) ); return; } UTIL_PlayWeaponAnimation ( Player, squeak_up ); gTimeWeaponIdle[ Player ] = CurrentTime + random_float ( 10.0, 15.0 ); return; } new Animation; new Float:NewTime; switch ( random_num( 0, 10 ) ) { case 0 .. 6 : { Animation = squeak_idle1; NewTime = 30.0 / 16.0 * ( 2.0 ); } case 7 .. 8 : { Animation = squeak_fidgetfit; NewTime = 70.0 / 16.0; } default : { Animation = squeak_fidgetnip; NewTime = 80.0 / 16.0; } } UTIL_PlayWeaponAnimation ( Player, Animation ); gTimeWeaponIdle[ Player ] = CurrentTime + NewTime; } } ChangeWeaponToSnark ( const Player ) { set_pev( Player, pev_viewmodel2 , gModel_V ); set_pev( Player, pev_weaponmodel2, gModel_P ); } UpdateHud ( const Player ) { message_begin( MSG_ONE_UNRELIABLE, gMsgidAmmoX, .player = Player ); write_byte( 12 ); write_byte( gPlayerAmmo{ Player } ); message_end(); } RemoveWeapon ( const Player, const Weapon ) { ExecuteHamB( Ham_Weapon_RetireWeapon, Weapon ); ExecuteHamB( Ham_RemovePlayerItem, Player, Weapon ); ExecuteHamB( Ham_Item_Kill, Weapon ); set_pev( Player, pev_weapons, pev( Player, pev_weapons ) & ~( 1 << gWeaponIndex ) ); cs_set_user_bpammo( Player, gWeaponIndex, 0 ); gHasSnark{ Player } = false; gWeaponActive{ Player } = false; } stock bool:UTIL_IsBSPModel ( const Entity ) { return ( pev( entity, pev_solid ) == SOLID_BSP || pev( Entity, pev_movetype ) == MOVETYPE_STEP ); } UTIL_BestVisibleEnemy ( const Snark, const Float:DistanceToSearch /* , const Flags */ ) { static List[ MAX_CLIENTS_N ]; static Float:Distance; static Float:Nearest; static ReturnEntity; static Count; static Entity; static i; Nearest = 8192.0; ReturnEntity = NULL_ENT; Count = find_sphere_class( Snark, "player", DistanceToSearch, List, sizeof List ); for ( i = 0; i < Count; i++ ) { Entity = List[ i ]; if ( ze_is_user_zombie( Entity ) ) { continue; } if ( UTIL_FInViewCone ( Snark, Entity ) && UTIL_FVisible( Snark, Entity ) ) { if ( ( Distance = entity_range( Snark, Entity ) ) <= Nearest ) { Nearest = Distance; ReturnEntity = Entity; } } } set_pev( Snark, pev_enemy, ReturnEntity ); return ReturnEntity; } 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(); } bool:UTIL_IsInWorld ( const Float:Origin[ Coord_e ], const Float:Velocity[ Coord_e ] ) { static i; for ( i = x; i <= z; i++ ) { if ( !( -4096.0 < Origin[ i ] < 4096.0 ) && !( -2000.0 < Velocity[ x ] < 2000.0 ) ) { return false; } } return true; } UTIL_RandomBloodVector ( Float:Direction[ Coord_e ] ) { Direction[ x ] = random_float( -1.0, 1.0 ); Direction[ y ] = random_float( -1.0, 1.0 ); Direction[ z ] = random_float( 0.0, 1.0 ); } FX_BloodDrips ( const Float:Origin[ Coord_e ], const BloodColor, const Amount ) { message_begin_f( MSG_PVS, SVC_TEMPENTITY, Origin, NULL_ENT ); write_byte( TE_BLOODSPRITE ); write_coord_f( Origin[ x ] ); write_coord_f( Origin[ y ] ); write_coord_f( Origin[ z ] ); write_short( gBloodSpray ); // initial sprite model write_short( gBloodDrop ); // droplet sprite models write_byte( BloodColor ); // color index into host_basepal write_byte( min( max( 3, ( Amount > 255 ? 255 : Amount ) / 10 ), 16 ) ); // size message_end(); } FX_StreakSplash ( const Float:Origin[ Coord_e ], const Float:Direction[ Coord_e ], const Color, const Count, const Speed, const VelocityRange ) { message_begin_f( MSG_PVS, SVC_TEMPENTITY, Origin, NULL_ENT ); write_byte( TE_STREAK_SPLASH ); write_coord_f( Origin[ x ] ); write_coord_f( Origin[ y ] ); write_coord_f( Origin[ z ] ); write_coord_f( Direction[ x ] ); write_coord_f( Direction[ y ] ); write_coord_f( Direction[ z ] ); write_byte( min( Color, 255 ) ); write_short( Count ); write_short( Speed ); write_short( VelocityRange );// random velocity modifier message_end(); } stock FX_TraceBleed( const Victim, const Float:Damage, const Float:Dir[ Coord_e ], const TraceResult:Trace ) { new TraceResult:BloodTrace; new Float:TraceDir[ Coord_e ]; new Float:EndPos [ Coord_e ]; new Float:Noise; new Float:Fraction; new Count; if ( Damage < 10 ) { Noise = 0.1; Count = 1; } else if ( Damage < 25 ) { Noise = 0.2; Count = 2; } else { Noise = 0.3; Count = 4; } for ( new i = 0 ; i < Count ; i++ ) { VectorScale ( Dir, -1.0, TraceDir ); TraceDir[ x ] += random_float( -Noise, Noise ); TraceDir[ y ] += random_float( -Noise, Noise ); TraceDir[ z ] += random_float( -Noise, Noise ); get_tr2( Trace, TR_vecEndPos, EndPos ); VectorMA ( EndPos, -172.0, TraceDir, TraceDir ); engfunc( EngFunc_TraceLine, EndPos, TraceDir, IGNORE_MONSTERS, Victim, BloodTrace ); get_tr2( BloodTrace, TR_flFraction, Fraction ); if ( Fraction != 1.0 ) { FX_BloodDecalTrace( BloodTrace, EndPos, BLOOD_COLOR_RED_N ); } } } stock FX_BloodDecalTrace ( const TraceResult:Trace, const Float:EndPos[ Coord_e ], const BloodColor ) { new Hit; new BaseIndex; new DecalIndex; new Float:Fraction; switch ( BloodColor ) { case BLOOD_COLOR_YELLOW_N : BaseIndex = get_decal_index( "{yblood1" ); case BLOOD_COLOR_RED_N : BaseIndex = get_decal_index( "{blood1" ); } DecalIndex = BaseIndex + random_num( 0, 5 ); Hit = max( 0, get_tr2( Trace, TR_pHit ) ); get_tr2( Trace, TR_flFraction, Fraction ); if ( Fraction == 1.0 || ( Hit && !UTIL_IsBSPModel ( Hit ) ) ) { return; } message_begin( MSG_BROADCAST, SVC_TEMPENTITY ); write_byte( Hit ? TE_DECAL : TE_WORLDDECAL ); write_coord_f( EndPos[ x ] ); write_coord_f( EndPos[ y ] ); write_coord_f( EndPos[ z ] ); write_byte( DecalIndex ); if ( Hit ) { write_short( Hit ); } message_end(); } stock UTIL_RadiusDamage ( const Float:Origin[ Coord_e ], const Inflictor, const Attacker, const Float:Damage, const Float:Radius, const DamageBits ) { static Entity; static Trace; static Float:AdjustedDamage; static bool:InWater; Entity = NULL_ENT; InWater = UTIL_LiquidContents( Origin ); while ( ( Entity = find_ent_in_sphere( Entity, Origin, Radius ) ) != NULL_ENT ) { if ( Entity == Inflictor ) { continue; } if ( pev( Entity, pev_takedamage ) && !ze_is_user_zombie( Entity ) && !(GetAlivePlayersNum(CsTeams:TEAM_CT) == 1) ) { static Float:EntOrigin[ Coord_e ]; static Float:EndPos [ Coord_e ]; static Float:Fraction; pev( Entity, pev_origin, EntOrigin ); engfunc( EngFunc_TraceLine, Origin, EntOrigin, IGNORE_MONSTERS, Inflictor, Trace ); get_tr2( Trace, TR_flFraction, Fraction ); get_tr2( Trace, TR_vecEndPos, EndPos ); if ( Fraction == 1.0 || get_tr2( Trace, TR_pHit ) == Entity ) { static Float:Delta[ Coord_e ]; static Float:Len; if ( get_tr2( Trace, TR_StartSolid ) ) { EndPos = Origin; Fraction = 0.0; } AdjustedDamage = Damage; VectorSubtract ( EndPos, Origin, Delta ); if ( ( Len = VectorLength ( Delta ) ) != 0.0 ) { VectorScale ( Delta, 1 / Len, Delta ); } if ( Len > 2.0 ) { Len -= 2.0; } if ( ( AdjustedDamage *= ( 1.0 - Len / Radius ) ) <= 0 ) { continue; } if ( InWater || pev( Entity, pev_waterlevel ) > 2 ) { AdjustedDamage *= 0.5; } if ( Fraction != 1.0 ) { ExecuteHam( Ham_TraceAttack, Entity, Inflictor, AdjustedDamage, Delta, Trace, DamageBits ); ExecuteHam( Ham_TakeDamage, Entity, Inflictor, Attacker, AdjustedDamage, DamageBits ); } else { ExecuteHam( Ham_TakeDamage, Entity, Inflictor, Attacker, AdjustedDamage, DamageBits ); } } } } } stock UTIL_EntitiesInBox ( List[], const ListMax, const Float:Mins[ Coord_e ], const Float:Maxs[ Coord_e ], const Flags ) { /* static Float:Origin [ Coord_e ]; static Float:Delta [ Coord_e ]; static Float:Mins [ Coord_e ]; static Float:Maxs [ Coord_e ]; pev( Snark, pev_origin, Origin ); Delta[ x ] = Delta[ y ] = Delta[ z ] = DistanceToSearch; VectorSubtract ( Origin, Delta, Mins ); VectorAdd ( Origin, Delta, Maxs ); Count = UTIL_EntitiesInBox ( List, sizeof List, Mins, Maxs, Flags ); */ static Float:AbsMins[ Coord_e ]; static Float:AbsMaxs[ Coord_e ]; static Count; static Entity; Count = 0; for ( Entity = 1; Entity <= gMaxEntities; Entity++ ) if( is_valid_ent( Entity ) ) { if ( !( pev( Entity, pev_flags ) & Flags ) ) { continue; } pev( Entity, pev_absmin, AbsMins ); pev( Entity, pev_absmax, AbsMaxs ); if ( Mins[ x ] > AbsMaxs[ x ] || Mins[ y ] > AbsMaxs[ y ] || Mins[ z ] > AbsMaxs[ z ] || Maxs[ x ] < AbsMins[ x ] || Maxs[ y ] < AbsMins[ y ] || Maxs[ z ] < AbsMins[ z ] ) { continue; } List[ Count ] = Entity; if ( Count++ >= ListMax ) { return Count; } } return Count; } bool:UTIL_FVisible ( const Entity, const Other ) { static Float:LookerOrigin[ Coord_e ]; static Float:TargetOrigin[ Coord_e ]; static Float:Fraction; static LookerWLevel; static TargetWLevel; if ( pev( Other, pev_flags ) & FL_NOTARGET ) { return false; } LookerWLevel = pev ( Entity, pev_waterlevel ); TargetWLevel = pev ( Other, pev_waterlevel ); if ( ( LookerWLevel != 3 && TargetWLevel == 3 ) || ( LookerWLevel == 3 && TargetWLevel == 0 ) ) { return false; } UTIL_EyePosition ( Entity, LookerOrigin ); UTIL_EyePosition ( Other, TargetOrigin ); engfunc( EngFunc_TraceLine, LookerOrigin, TargetOrigin, IGNORE_MONSTERS | IGNORE_GLASS, Entity, 0 ); get_tr2( 0, TR_flFraction, Fraction ); return Fraction == 1.0 ? true : false; } bool:UTIL_FInViewCone ( const Entity, const Other ) { static Float:Angles [ Coord_e ]; static Float:HOrigin[ Coord_e ]; static Float:Origin [ Coord_e ]; pev( Entity, pev_angles, Angles ); engfunc( EngFunc_MakeVectors, Angles ); global_get( glb_v_forward, Angles ); Angles[ z ] = 0.0; pev( Entity, pev_origin, HOrigin ); pev( Other, pev_origin, Origin ); VectorSubtract ( Origin, HOrigin, Origin ); Origin[ z ] = 0.0; VectorNormalize ( Origin, Origin ); if ( DotProduct ( Origin, Angles ) > pev( Entity, pev_fov ) ) { return true; } return false; } UTIL_EyePosition ( const Entity, Float:Origin[ Coord_e ] ) { static Float:ViewOfs[ Coord_e ]; pev( Entity, pev_origin, Origin ); pev( Entity, pev_view_ofs, ViewOfs ); VectorAdd ( Origin, ViewOfs, Origin ); } stock bool:UTIL_LiquidContents( const Float:Source[ Coord_e ] ) { new Contents = point_contents( Source ); return ( Contents == CONTENTS_WATER || Contents == CONTENTS_SLIME || Contents == CONTENTS_LAVA ); } VectorNormalize ( const Float:Source[ Coord_e ], Float:Output[ Coord_e ] ) { static Float:InvLen; InvLen = 1.0 / VectorLength ( Source ); Output[ x ] = Source[ x ] * InvLen; Output[ y ] = Source[ y ] * InvLen; Output[ z ] = Source[ z ] * InvLen; }
just try any code hopefully it will work !
Nobody Is That Busy If They Make Time
the server crashes as soon as i add that plugin plus it doesn't show in the extra items menu...And pls fix the necessaries
LOL
- Night Fury
- Mod Developer
- Posts: 677
- Joined: 7 years ago
- Contact:
Change this:
To this:
Code: Select all
public ze_select_item_pre(id, itemid)
{
if (itemid != gSnarInfector)
return ZE_ITEM_AVAILABLE
if (ze_is_user_zombie(id))
return ZE_ITEM_DONT_SHOW
return ZE_ITEM_AVAILABLE
}
Code: Select all
public ze_select_item_pre(id, itemid)
{
if (itemid != gSnarInfector)
return ZE_ITEM_AVAILABLE
if (!ze_is_user_zombie(id))
return ZE_ITEM_DONT_SHOW
return ZE_ITEM_AVAILABLE
}
- - - */
new const gSnarkHunt1Sound [] = "squeek/sqk_hunt1.wav";
new const gSnarkHunt2Sound [] = "squeek/sqk_hunt2.wav";
new const gSnarkHunt3Sound [] = "squeek/sqk_hunt3.wav";
new const gSnarkDieSound [] = "squeek/sqk_die1.wav";
new const gSnarkAttackSound [] = "squeek/sqk_deploy1.wav";
new const gSnarkBlastSound [] = "weapons/sqk_blast2.wav";
new const gSnarkBodySplatSound[] = "common/bodysplat.wav";
and these sounds r missing maybe thats why server crashed...the developer dindn't add the resources he added models and 1 sound :/
new const gSnarkHunt1Sound [] = "squeek/sqk_hunt1.wav";
new const gSnarkHunt2Sound [] = "squeek/sqk_hunt2.wav";
new const gSnarkHunt3Sound [] = "squeek/sqk_hunt3.wav";
new const gSnarkDieSound [] = "squeek/sqk_die1.wav";
new const gSnarkAttackSound [] = "squeek/sqk_deploy1.wav";
new const gSnarkBlastSound [] = "weapons/sqk_blast2.wav";
new const gSnarkBodySplatSound[] = "common/bodysplat.wav";
and these sounds r missing maybe thats why server crashed...the developer dindn't add the resources he added models and 1 sound :/
LOL
- Night Fury
- Mod Developer
- Posts: 677
- Joined: 7 years ago
- Contact:
Sounds don't crash servers.
Years ago i tested this plugin it was crash my Zombie Plague server, So don't use it.
He who fails to plan is planning to fail
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