como por pra atirar no zm zp 5.0
e como por akele efeito quando e congelado q mostra o zm
igual da nightwalkers
vlws
e como por akele efeito quando e congelado q mostra o zm
igual da nightwalkers
vlws
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/*================================================================================
---------------------------
-*- [ZP] Grenade: Frost -*-
---------------------------
This plugin is part of Zombie Plague Mod and is distributed under the
terms of the GNU General Public License. Check ZP_ReadMe.txt for details.
================================================================================*/
////////////////////////////
#include <amxmodx>
#include <amxmisc>
#include <cstrike>
#include <fakemeta>
#include <hamsandwich>
#include < xs >
#include < geoip >
#include <fun >
#include <engine>
////////////////////////////
#include <amxmodx>
#include < fun >
#include <fakemeta>
#include <hamsandwich>
#include <amx_settings_api>
#include <cs_weap_models_api>
#include <cs_ham_bots_api>
#include <zp50_core>
#define LIBRARY_NEMESIS "zp50_class_nemesis"
#include <zp50_class_nemesis>
// Settings file
new const ZP_SETTINGS_FILE[] = "zombieplague.ini"
new Glowx
// Default sounds
new const sound_grenade_frost_explode[][] = { "warcraft3/frostnova.wav" }
new const sound_grenade_frost_player[][] = { "warcraft3/impalehit.wav" }
new const sound_grenade_frost_break[][] = { "warcraft3/impalelaunch1.wav" }
#define MODEL_MAX_LENGTH 64
#define SOUND_MAX_LENGTH 64
#define SPRITE_MAX_LENGTH 64
// Models
new g_model_grenade_frost[MODEL_MAX_LENGTH] = "models/zombie_plague/v_grenade_frost.mdl"
// Sprites
new g_sprite_grenade_trail[SPRITE_MAX_LENGTH] = "sprites/laserbeam.spr"
new g_sprite_grenade_ring[SPRITE_MAX_LENGTH] = "sprites/shockwave.spr"
new g_sprite_grenade_glass[SPRITE_MAX_LENGTH] = "models/glassgibs.mdl"
new Array:g_sound_grenade_frost_explode
new Array:g_sound_grenade_frost_player
new Array:g_sound_grenade_frost_break
#define GRAVITY_HIGH 999999.9
#define GRAVITY_NONE 0.000001
#define TASK_FROST_REMOVE 100
#define ID_FROST_REMOVE (taskid - TASK_FROST_REMOVE)
#define MAXPLAYERS 32
#define flag_get(%1,%2) (%1 & (1 << (%2 & 31)))
#define flag_get_boolean(%1,%2) (flag_get(%1,%2) ? true : false)
#define flag_set(%1,%2) %1 |= (1 << (%2 & 31))
#define flag_unset(%1,%2) %1 &= ~(1 << (%2 & 31))
// Hack to be able to use Ham_Player_ResetMaxSpeed (by joaquimandrade)
new Ham:Ham_Player_ResetMaxSpeed = Ham_Item_PreFrame
// Explosion radius for custom grenades
const Float:NADE_EXPLOSION_RADIUS = 300.0
// HACK: pev_ field used to store custom nade types and their values
const PEV_NADE_TYPE = pev_flTimeStepSound
const NADE_TYPE_FROST = 3333
// Some constants
const UNIT_SECOND = (1<<12)
const BREAK_GLASS = 0x01
const FFADE_IN = 0x0000
const FFADE_STAYOUT = 0x0004
const OFFSET_NEXTATTACK = 83
const OFFSET_LINUX = 5 // offsets 5 higher in Linux builds
// Custom Forwards
enum _:TOTAL_FORWARDS
{
FW_USER_UNFROZEN = 0
}
new g_Forwards[TOTAL_FORWARDS]
new g_ForwardResult
new g_IsFrozen
new Float:g_FrozenGravity[MAXPLAYERS+1]
new g_FrozenRenderingFx[MAXPLAYERS+1]
new Float:g_FrozenRenderingColor[MAXPLAYERS+1][3]
new g_FrozenRenderingRender[MAXPLAYERS+1]
new Float:g_FrozenRenderingAmount[MAXPLAYERS+1]
new g_MsgDamage, g_MsgScreenFade
new g_trailSpr, g_exploSpr, g_glassSpr
new cvar_grenade_frost_duration, cvar_grenade_frost_hudicon, cvar_grenade_frost_nemesis, cvar_grenade_atirar_congelado
public plugin_init()
{
register_plugin("[ZP] Grenade: Frost", ZP_VERSION_STRING, "ZP Dev Team")
RegisterHam(Ham_Player_ResetMaxSpeed, "player", "fw_ResetMaxSpeed_Post", 1)
RegisterHamBots(Ham_Player_ResetMaxSpeed, "fw_ResetMaxSpeed_Post", 1)
RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
RegisterHamBots(Ham_TakeDamage, "fw_TakeDamage")
RegisterHam(Ham_TraceAttack, "player", "fw_TraceAttack")
RegisterHamBots(Ham_TraceAttack, "fw_TraceAttack")
RegisterHam(Ham_Killed, "player", "fw_PlayerKilled")
RegisterHamBots(Ham_Killed, "fw_PlayerKilled")
register_forward(FM_PlayerPreThink, "fw_PlayerPreThink")
register_forward(FM_SetModel, "fw_SetModel")
RegisterHam(Ham_Think, "grenade", "fw_ThinkGrenade")
g_MsgDamage = get_user_msgid("Damage")
g_MsgScreenFade = get_user_msgid("ScreenFade")
cvar_grenade_frost_duration = register_cvar("zp_grenade_frost_duration", "3")
cvar_grenade_frost_hudicon = register_cvar("zp_grenade_frost_hudicon", "1")
cvar_grenade_atirar_congelado = register_cvar("zp_grenade_frost_atirar_congelado", "1")
// Nemesis Class loaded?
if (LibraryExists(LIBRARY_NEMESIS, LibType_Library))
cvar_grenade_frost_nemesis = register_cvar("zp_grenade_frost_nemesis", "0")
g_Forwards[FW_USER_UNFROZEN] = CreateMultiForward("zp_fw_grenade_frost_unfreeze", ET_IGNORE, FP_CELL)
}
public plugin_natives()
{
set_module_filter("module_filter")
set_native_filter("native_filter")
}
public module_filter(const module[])
{
if (equal(module, LIBRARY_NEMESIS))
return PLUGIN_HANDLED;
return PLUGIN_CONTINUE;
}
public native_filter(const name[], index, trap)
{
if (!trap)
return PLUGIN_HANDLED;
return PLUGIN_CONTINUE;
}
public plugin_precache()
{
// Initialize arrays
g_sound_grenade_frost_explode = ArrayCreate(SOUND_MAX_LENGTH, 1)
g_sound_grenade_frost_player = ArrayCreate(SOUND_MAX_LENGTH, 1)
g_sound_grenade_frost_break = ArrayCreate(SOUND_MAX_LENGTH, 1)
// Load from external file
amx_load_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "GRENADE FROST EXPLODE", g_sound_grenade_frost_explode)
amx_load_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "GRENADE FROST PLAYER", g_sound_grenade_frost_player)
amx_load_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "GRENADE FROST BREAK", g_sound_grenade_frost_break)
// If we couldn't load custom sounds from file, use and save default ones
new index
if (ArraySize(g_sound_grenade_frost_explode) == 0)
{
for (index = 0; index < sizeof sound_grenade_frost_explode; index++)
ArrayPushString(g_sound_grenade_frost_explode, sound_grenade_frost_explode[index])
// Save to external file
amx_save_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "GRENADE FROST EXPLODE", g_sound_grenade_frost_explode)
}
if (ArraySize(g_sound_grenade_frost_player) == 0)
{
for (index = 0; index < sizeof sound_grenade_frost_player; index++)
ArrayPushString(g_sound_grenade_frost_player, sound_grenade_frost_player[index])
// Save to external file
amx_save_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "GRENADE FROST PLAYER", g_sound_grenade_frost_player)
}
if (ArraySize(g_sound_grenade_frost_break) == 0)
{
for (index = 0; index < sizeof sound_grenade_frost_break; index++)
ArrayPushString(g_sound_grenade_frost_break, sound_grenade_frost_break[index])
// Save to external file
amx_save_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "GRENADE FROST BREAK", g_sound_grenade_frost_break)
}
// Load from external file, save if not found
if (!amx_load_setting_string(ZP_SETTINGS_FILE, "Weapon Models", "GRENADE FROST", g_model_grenade_frost, charsmax(g_model_grenade_frost)))
amx_save_setting_string(ZP_SETTINGS_FILE, "Weapon Models", "GRENADE FROST", g_model_grenade_frost)
if (!amx_load_setting_string(ZP_SETTINGS_FILE, "Grenade Sprites", "TRAIL", g_sprite_grenade_trail, charsmax(g_sprite_grenade_trail)))
amx_save_setting_string(ZP_SETTINGS_FILE, "Grenade Sprites", "TRAIL", g_sprite_grenade_trail)
if (!amx_load_setting_string(ZP_SETTINGS_FILE, "Grenade Sprites", "RING", g_sprite_grenade_ring, charsmax(g_sprite_grenade_ring)))
amx_save_setting_string(ZP_SETTINGS_FILE, "Grenade Sprites", "RING", g_sprite_grenade_ring)
if (!amx_load_setting_string(ZP_SETTINGS_FILE, "Grenade Sprites", "GLASS", g_sprite_grenade_glass, charsmax(g_sprite_grenade_glass)))
amx_save_setting_string(ZP_SETTINGS_FILE, "Grenade Sprites", "GLASS", g_sprite_grenade_glass)
// Precache sounds
new sound[SOUND_MAX_LENGTH]
for (index = 0; index < ArraySize(g_sound_grenade_frost_explode); index++)
{
ArrayGetString(g_sound_grenade_frost_explode, index, sound, charsmax(sound))
precache_sound(sound)
}
for (index = 0; index < ArraySize(g_sound_grenade_frost_player); index++)
{
ArrayGetString(g_sound_grenade_frost_player, index, sound, charsmax(sound))
precache_sound(sound)
}
for (index = 0; index < ArraySize(g_sound_grenade_frost_break); index++)
{
ArrayGetString(g_sound_grenade_frost_break, index, sound, charsmax(sound))
precache_sound(sound)
}
// Precache models
precache_model(g_model_grenade_frost)
g_trailSpr = precache_model(g_sprite_grenade_trail)
g_exploSpr = precache_model(g_sprite_grenade_ring)
g_glassSpr = precache_model(g_sprite_grenade_glass)
Glowx = precache_model("sprites/blueflare1.spr") //Pueden poner otro si desean...
precache_model("models/rpgrocket.mdl")
}
public zp_fw_core_cure_post(id, attacker)
{
// Set custom grenade model
cs_set_player_view_model(id, CSW_FLASHBANG, g_model_grenade_frost)
// If frozen, remove freeze after player is cured
if (flag_get(g_IsFrozen, id))
{
// Update gravity and rendering values first
ApplyFrozenGravity(id)
ApplyFrozenRendering(id)
// Remove freeze right away and stop the task
remove_freeze(id+TASK_FROST_REMOVE)
remove_task(id+TASK_FROST_REMOVE)
}
}
public zp_fw_core_infect(id, attacker)
{
// Remove custom grenade model
cs_reset_player_view_model(id, CSW_FLASHBANG)
}
public zp_fw_core_infect_post(id, attacker)
{
// If frozen, update gravity and rendering
if (flag_get(g_IsFrozen, id))
{
ApplyFrozenGravity(id)
ApplyFrozenRendering(id)
}
}
public client_disconnect(id)
{
flag_unset(g_IsFrozen, id)
remove_task(id+TASK_FROST_REMOVE)
}
public fw_ResetMaxSpeed_Post(id)
{
// Dead or not frozen
if (!is_user_alive(id) || !flag_get(g_IsFrozen, id))
return;
// Prevent from moving
set_user_maxspeed(id, 1.0)
}
// Ham Trace Attack Forward
public fw_TraceAttack(victim, attacker)
{
// Non-player damage or self damage
if (victim == attacker || !is_user_alive(attacker))
return HAM_IGNORED;
// Block damage while frozen, as it makes killing zombies too easy
if (get_pcvar_num(cvar_grenade_atirar_congelado))
return HAM_IGNORED;
else
if (flag_get(g_IsFrozen, victim))
return HAM_SUPERCEDE;
return HAM_IGNORED;
}
// Ham Take Damage Forward (needed to block explosion damage too)
public fw_TakeDamage(victim, inflictor, attacker, Float:damage, damage_type)
{
// Non-player damage or self damage
if (victim == attacker || !is_user_alive(attacker))
return HAM_IGNORED;
if (get_pcvar_num(cvar_grenade_atirar_congelado))
return HAM_IGNORED;
else
if (flag_get(g_IsFrozen, victim))
return HAM_SUPERCEDE;
return HAM_IGNORED;
}
// Ham Player Killed Forward
public fw_PlayerKilled(victim, attacker, shouldgib)
{
// Frozen player being killed (usually caused by a 3rd party plugin, e.g. lasermines)
if (flag_get(g_IsFrozen, victim))
{
// Remove freeze right away and stop the task
remove_freeze(victim+TASK_FROST_REMOVE)
remove_task(victim+TASK_FROST_REMOVE)
}
}
// Forward Player PreThink
public fw_PlayerPreThink(id)
{
// Not alive or not frozen
if (!is_user_alive(id) || !flag_get(g_IsFrozen, id))
return;
// Stop motion
set_pev(id, pev_velocity, Float:{0.0,0.0,0.0})
}
// Forward Set Model
public fw_SetModel(entity, const model[])
{
// We don't care
if (strlen(model) < 8)
return;
// Narrow down our matches a bit
if (model[7] != 'w' || model[8] != '_')
return;
// Get damage time of grenade
static Float:dmgtime
pev(entity, pev_dmgtime, dmgtime)
// Grenade not yet thrown
if (dmgtime == 0.0)
return;
// Grenade's owner is zombie?
if (zp_core_is_zombie(pev(entity, pev_owner)))
return;
// Flashbang
if (model[9] == 'f' && model[10] == 'l')
{
// Give it a glow
fm_set_rendering(entity, kRenderFxGlowShell, 0, 100, 200, kRenderNormal, 16);
// And a colored trail
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW) // TE id
write_short(entity) // entity
write_short(g_trailSpr) // sprite
write_byte(10) // life
write_byte(10) // width
write_byte(0) // r
write_byte(100) // g
write_byte(200) // b
write_byte(200) // brightness
message_end()
// Set grenade type on the thrown grenade entity
set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_FROST)
}
}
// Ham Grenade Think Forward
public fw_ThinkGrenade(entity)
{
// Invalid entity
if (!pev_valid(entity)) return HAM_IGNORED;
// Get damage time of grenade
static Float:dmgtime
pev(entity, pev_dmgtime, dmgtime)
// Check if it's time to go off
if (dmgtime > get_gametime())
return HAM_IGNORED;
// Check if it's one of our custom nades
switch (pev(entity, PEV_NADE_TYPE))
{
case NADE_TYPE_FROST: // Frost Grenade
{
frost_explode(entity)
return HAM_SUPERCEDE;
}
}
return HAM_IGNORED;
}
// Frost Grenade Explosion
frost_explode(ent)
{
// Get origin
static Float:origin[3]
pev(ent, pev_origin, origin)
// Make the explosion
create_blast3(origin)
// Frost nade explode sound
static sound[SOUND_MAX_LENGTH]
ArrayGetString(g_sound_grenade_frost_explode, random_num(0, ArraySize(g_sound_grenade_frost_explode) - 1), sound, charsmax(sound))
emit_sound(ent, CHAN_WEAPON, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
// Collisions
new victim = -1
while ((victim = engfunc(EngFunc_FindEntityInSphere, victim, origin, NADE_EXPLOSION_RADIUS)) != 0)
{
// Only effect alive unfrozen zombies
if (!is_user_alive(victim) || !zp_core_is_zombie(victim) || flag_get(g_IsFrozen, victim))
continue;
// Nemesis shouldn't be frozen
if (LibraryExists(LIBRARY_NEMESIS, LibType_Library) && zp_class_nemesis_get(victim) && !get_pcvar_num(cvar_grenade_frost_nemesis))
{
// Get player's origin
static origin2[3]
get_user_origin(victim, origin2)
// Broken glass sound
static sound[SOUND_MAX_LENGTH]
ArrayGetString(g_sound_grenade_frost_break, random_num(0, ArraySize(g_sound_grenade_frost_break) - 1), sound, charsmax(sound))
emit_sound(victim, CHAN_BODY, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
// Glass shatter
message_begin(MSG_PVS, SVC_TEMPENTITY, origin2)
write_byte(TE_BREAKMODEL) // TE id
write_coord(origin2[0]) // x
write_coord(origin2[1]) // y
write_coord(origin2[2]+24) // z
write_coord(16) // size x
write_coord(16) // size y
write_coord(16) // size z
write_coord(random_num(-50, 50)) // velocity x
write_coord(random_num(-50, 50)) // velocity y
write_coord(25) // velocity z
write_byte(10) // random velocity
write_short(g_glassSpr) // model
write_byte(10) // count
write_byte(25) // life
write_byte(BREAK_GLASS) // flags
message_end()
continue;
}
// Freeze icon?
if (get_pcvar_num(cvar_grenade_frost_hudicon))
{
message_begin(MSG_ONE_UNRELIABLE, g_MsgDamage, _, victim)
write_byte(0) // damage save
write_byte(0) // damage take
write_long(DMG_DROWN) // damage type - DMG_FREEZE
write_coord(0) // x
write_coord(0) // y
write_coord(0) // z
message_end()
}
// Set frozen flag
flag_set(g_IsFrozen, victim)
// Freeze sound
static sound[SOUND_MAX_LENGTH]
ArrayGetString(g_sound_grenade_frost_player, random_num(0, ArraySize(g_sound_grenade_frost_player) - 1), sound, charsmax(sound))
emit_sound(victim, CHAN_BODY, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
// Add a blue tint to their screen
message_begin(MSG_ONE, g_MsgScreenFade, _, victim)
write_short(0) // duration
write_short(0) // hold time
write_short(FFADE_STAYOUT) // fade type
write_byte(0) // red
write_byte(50) // green
write_byte(200) // blue
write_byte(100) // alpha
message_end()
// Update player entity rendering
ApplyFrozenRendering(victim)
// Block gravity
ApplyFrozenGravity(victim)
set_view(victim, CAMERA_3RDPERSON)
// Update player's maxspeed
ExecuteHamB(Ham_Player_ResetMaxSpeed, victim)
// Set a task to remove the freeze
set_task(get_pcvar_float(cvar_grenade_frost_duration), "remove_freeze", victim+TASK_FROST_REMOVE)
}
// Get rid of the grenade
engfunc(EngFunc_RemoveEntity, ent)
}
ApplyFrozenGravity(id)
{
// Get current gravity
new Float:gravity = get_user_gravity(id)
// Already set, no worries...
if (gravity == GRAVITY_HIGH || gravity == GRAVITY_NONE)
return;
set_pdata_float(id, OFFSET_NEXTATTACK, get_pcvar_float(cvar_grenade_frost_duration), OFFSET_LINUX)
// Save player's old gravity
g_FrozenGravity[id] = gravity
// Prevent from jumping
if (pev(id, pev_flags) & FL_ONGROUND)
set_user_gravity(id, GRAVITY_HIGH) // set really high
else
set_user_gravity(id, GRAVITY_NONE) // no gravity
}
ApplyFrozenRendering(id)
{
// Get current rendering
new rendering_fx = pev(id, pev_renderfx)
new Float:rendering_color[3]
pev(id, pev_rendercolor, rendering_color)
new rendering_render = pev(id, pev_rendermode)
new Float:rendering_amount
pev(id, pev_renderamt, rendering_amount)
// Already set, no worries...
if (rendering_fx == kRenderFxGlowShell && rendering_color[0] == 0.0 && rendering_color[1] == 100.0
&& rendering_color[2] == 200.0 && rendering_render == kRenderNormal && rendering_amount == 25.0)
return;
// Save player's old rendering
g_FrozenRenderingFx[id] = pev(id, pev_renderfx)
pev(id, pev_rendercolor, g_FrozenRenderingColor[id])
g_FrozenRenderingRender[id] = pev(id, pev_rendermode)
pev(id, pev_renderamt, g_FrozenRenderingAmount[id])
// Light blue glow while frozen
fm_set_rendering(id, kRenderFxGlowShell, 0, 100, 200, kRenderNormal, 25)
}
// Remove freeze task
public remove_freeze(taskid)
{
// Remove frozen flag
flag_unset(g_IsFrozen, ID_FROST_REMOVE)
// Restore gravity
set_pev(ID_FROST_REMOVE, pev_gravity, g_FrozenGravity[ID_FROST_REMOVE])
// Update player's maxspeed
ExecuteHamB(Ham_Player_ResetMaxSpeed, ID_FROST_REMOVE)
// Restore rendering
fm_set_rendering_float(ID_FROST_REMOVE, g_FrozenRenderingFx[ID_FROST_REMOVE], g_FrozenRenderingColor[ID_FROST_REMOVE], g_FrozenRenderingRender[ID_FROST_REMOVE], g_FrozenRenderingAmount[ID_FROST_REMOVE])
// Gradually remove screen's blue tint
message_begin(MSG_ONE, g_MsgScreenFade, _, ID_FROST_REMOVE)
write_short(UNIT_SECOND) // duration
write_short(0) // hold time
write_short(FFADE_IN) // fade type
write_byte(0) // red
write_byte(50) // green
write_byte(200) // blue
write_byte(100) // alpha
message_end()
// Broken glass sound
static sound[SOUND_MAX_LENGTH]
ArrayGetString(g_sound_grenade_frost_break, random_num(0, ArraySize(g_sound_grenade_frost_break) - 1), sound, charsmax(sound))
emit_sound(ID_FROST_REMOVE, CHAN_BODY, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
// Get player's origin
static origin[3]
get_user_origin(ID_FROST_REMOVE, origin)
set_view(ID_FROST_REMOVE, CAMERA_NONE)
// Glass shatter
message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
write_byte(TE_BREAKMODEL) // TE id
write_coord(origin[0]) // x
write_coord(origin[1]) // y
write_coord(origin[2]+24) // z
write_coord(16) // size x
write_coord(16) // size y
write_coord(16) // size z
write_coord(random_num(-50, 50)) // velocity x
write_coord(random_num(-50, 50)) // velocity y
write_coord(25) // velocity z
write_byte(10) // random velocity
write_short(g_glassSpr) // model
write_byte(10) // count
write_byte(25) // life
write_byte(BREAK_GLASS) // flags
message_end()
ExecuteForward(g_Forwards[FW_USER_UNFROZEN], g_ForwardResult, ID_FROST_REMOVE)
}
// Frost Grenade: Freeze Blast
create_blast3(const Float:originF[3])
{
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_SPRITETRAIL)
engfunc(EngFunc_WriteCoord, originF[0]) // X
engfunc(EngFunc_WriteCoord, originF[1]) // Y
engfunc(EngFunc_WriteCoord, originF[2]) // Z
engfunc(EngFunc_WriteCoord, originF[0]) // X
engfunc(EngFunc_WriteCoord, originF[1]) // Y
engfunc(EngFunc_WriteCoord, originF[2]) // Z
write_short(Glowx) //Sprite que usaremos
write_byte(100) //Cantidades de sprites que generara
write_byte(1) //Vida
write_byte(5) //Tamaño
write_byte(30) //Velocidad
write_byte(30) //Velocidad
message_end()
// Smallest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+385.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(0) // red
write_byte(100) // green
write_byte(200) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
// Medium ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+470.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(0) // red
write_byte(100) // green
write_byte(200) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
// Largest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+555.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(0) // red
write_byte(100) // green
write_byte(200) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
}
// Set entity's rendering type (from fakemeta_util)
stock fm_set_rendering(entity, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16)
{
static Float:color[3]
color[0] = float(r)
color[1] = float(g)
color[2] = float(b)
set_pev(entity, pev_renderfx, fx)
set_pev(entity, pev_rendercolor, color)
set_pev(entity, pev_rendermode, render)
set_pev(entity, pev_renderamt, float(amount))
}
// Set entity's rendering type (float parameters version)
stock fm_set_rendering_float(entity, fx = kRenderFxNone, Float:color[3], render = kRenderNormal, Float:amount = 16.0)
{
set_pev(entity, pev_renderfx, fx)
set_pev(entity, pev_rendercolor, color)
set_pev(entity, pev_rendermode, render)
set_pev(entity, pev_renderamt, amount)
}