Siemka, jak w temacie. Potrzebuję przerobić bullet damage by działał tylko na fladze t (czyli razem z vipem). Niżej daje .sma pluginu:
Spoiler
/*************************************************************************************************** ******************** *********** ****** *** * New Bullet Damage with Director Hud Message * * All credits return to ArkShine for : * http://forums.alliedmods.net/showthread.php?t=149210 * And thanks to ConnorMcLeod for a lot of optimizations and take the RGB in one CVAR : * http://forums.alliedmods.net/showthread.php?t=62224 * Thanks to schmurgel1983 for : ( Help with the bd_show_text native ) * http://forums.alliedmods.net/showthread.php?p=1436434#post1436434 * Big Thanks to Micapat :D * * The victim Hud color : Red * The attacker Hud color : Green * When the player does damage to himself, Hud color is Orange * * Version : 1.6 * Author : Bboy GruN * * *********** Cvars : * * Bullet Damage Mode : * - 0 : It just uses the director Hud Message = DEFAULT * - 1 : It Uses HudMessage when the victim is far from the attacker AND * when the victim & attacker are near it uses Director Hud Message. * * Bullet Distance : * - Only work if Bullet Damage Mode is set to 1, when the attacker and the victim * are at X distance, we will use HudMessage. * * Bullet Walls : * - 0 : Disabled = DEFAULT * - 1 : Don't show the damage you did when you shot through a wall * * Bullet Show Spec * - 0 : Disabled * - 1 : Show the HudMessage / Director Hud Message to the spectator = DEFAULT * * Bullet_Hs_Mode * - 0 : Disabled * - 1 : Always show Director Hud Message on HeadShot * - 2 : Show : "HEADSHOT" to : Victim & Attacker = Default * * Color_RGB_Victim * - Color of the Message : RGB ( DEFAULT = 255000000 ) * * Color_RGB_Attacker * - Color of the Message : RGB ( DEFAULT = 000255000 ) * * Color_RGB_Ourself * - Color of the Message : RGB ( DEFAULT = 255102021 ) * * Bullet_Text_Mode * - 0 : DIRECTOR HUD MESSAGE SIZE * - 1 : HUD MESSAGE SIZE * * Bullet_Show_Mode * - 0 : Circle * - 1 : Vertical * - 2 : Horizontal * - 3 : Arch of circle * *** ****** *********** ******************** ***************************************************************************************************/ #include < amxmodx > #include < engine > #define VERSION "1.7" new __dhud_color, __dhud_x, __dhud_y, __dhud_effect, __dhud_fxtime, __dhud_holdtime, __dhud_fadeintime, __dhud_fadeouttime, __dhud_reliable new Float: Yv[ 33 ], Float: Xv[ 33 ] /* Victim*/, Float: Ya[ 33 ], Float: Xa[ 33 ] // Attacker enum All { VictimC, AttackerC, OurselfC, BulletMode, Bullet_Distance, Bullet_Walls, Bullet_ShowSpec, Bullet_Hs_Mode, Bullet_Text_Mode, Bullet_Show_Mode } new pCvar[ All ] public plugin_init() { register_plugin( "Bullet Damage", VERSION, "BboY GruN" ) register_cvar( "Director_bullet_dmg", VERSION, FCVAR_SERVER|FCVAR_SPONLY ); set_cvar_string( "Director_bullet_dmg", VERSION ) pCvar[ BulletMode ] = register_cvar( "Bullet_Damage_Mode", "0" ) pCvar[ Bullet_Distance ] = register_cvar( "Bullet_Damage_Distance", "600" ) pCvar[ Bullet_Walls ] = register_cvar( "Bullet_Damage_NoShowWalls", "0" ) pCvar[ Bullet_ShowSpec ] = register_cvar( "Bullet_Show_Spec", "1" ) pCvar[ Bullet_Hs_Mode ] = register_cvar( "Bullet_Hs_Mode", "2" ) pCvar[ Bullet_Text_Mode ] = register_cvar( "Bullet_Text_Mode", "0" ) pCvar[ Bullet_Show_Mode ] = register_cvar( "Bullet_Show_Mode", "3" ) pCvar[ VictimC ] = register_cvar( "Color_RGB_Victim", "255000000" ) pCvar[ AttackerC ] = register_cvar( "Color_RGB_Attacker", "000255000" ) pCvar[ OurselfC ] = register_cvar( "Color_RGB_Ourself_Teammate", "255102021" ) register_event( "Damage", "on_damage", "b", "2!0", "3=0", "4!0" ) } public plugin_natives( ) { register_native( "bd_show_damage", "native_bd_show_damage", 1 ) register_native( "bd_show_text", "native_bd_show_text", 0 ) } // HELP : http://forums.alliedmods.net/showthread.php?p=1436434#post1436434 Thanks to schmurgel1983 public native_bd_show_text( iPlugin, iParams ) { static id id = get_param( 1 ) if( !is_user_connected( id ) ) // user disconnected .. return 0 { return 0 } new Text[ 128 ], Attacker, Size; Attacker = get_param( 2 ); Size = get_param( 3 ) get_string( 3, Text, charsmax( Text ) ) show_client_text( id, Text, Attacker, Size ) if( Attacker ) // Is the player attacker ? Yes = 1 -- No = 0 { CheckPosition( id, Attacker ) return 1 } CheckPosition( id, 0 ) return 1 } public native_bd_show_damage( id, damage, style, Attacker ) { if( !is_user_connected( id ) ) { return 0 } if( !style ) // Show Director Hud Message if style = 0 { show_client_dhm( id, damage, Attacker ) } else // Show Hud Message if style = 1 ( Or != 0 ) { show_client_hm( id, damage, Attacker ) } if( Attacker ) // Is the player attacker ? Yes = 1 -- No = 0 { CheckPosition( id, Attacker ) return 1 } CheckPosition( id, 0 ) return 1 } // Director Hud Message, go to : http://forums.alliedmods.net/showthread.php?t=149210 by : ARKSHINE public on_damage( Victim ) { static Attacker, AttackerWpn, VictimBodyPart Attacker = get_user_attacker( Victim, AttackerWpn, VictimBodyPart ) if( !is_user_alive( Attacker ) || ( get_pcvar_num( pCvar[ Bullet_Walls ] ) && !is_visible( Attacker, Victim ) ) ) { return PLUGIN_CONTINUE; } static damage, R, G, B, pCvar_H, pCvar_TMODE damage = read_data( 2 ) pCvar_H = get_pcvar_num( pCvar[ Bullet_Hs_Mode ] ) pCvar_TMODE = get_pcvar_num( pCvar[ Bullet_Text_Mode ] ) static AttackerOrigin[ 3 ], VictimOrigin[ 3 ] if( Attacker != Victim && get_user_team( Attacker ) != get_user_team( Victim ) ) { if( pCvar_H > 0 && VictimBodyPart == HIT_HEAD ) { if( pCvar_H ) { show_client_dhm( Victim, damage, 0 ) show_client_dhm( Attacker, damage, 1 ) } else { show_client_text( Victim, "HEADSHOT", 0, pCvar_TMODE ) show_client_text( Attacker, "HEADSHOT", 1, pCvar_TMODE ) } } else { if( !get_pcvar_num( pCvar[ BulletMode ] ) ) { show_client_dhm( Victim, damage, 0 ) show_client_dhm( Attacker, damage, 1 ) } else { get_user_origin( Attacker, AttackerOrigin ) get_user_origin( Victim, VictimOrigin ) if( get_distance( AttackerOrigin, VictimOrigin ) > get_pcvar_num( pCvar[ Bullet_Distance ] ) ) { show_client_hm( Victim, damage, 0 ) show_client_hm( Attacker, damage, 1 ) } else { show_client_dhm( Victim, damage, 0 ) show_client_dhm( Attacker, damage, 1 ) } } } CheckPosition( Victim, 0 ) CheckPosition( Attacker, 1 ) } else { // http://forums.alliedmods.net/showthread.php?t=62224 static iColor; iColor = get_pcvar_num( pCvar[ VictimC ] ) R = iColor / 1000000 iColor %= 1000000 G = iColor / 1000 B = iColor % 1000 // http://forums.alliedmods.net/showthread.php?t=62224 set_dhudmessage( R, G, B, -1.0, -1.0, 2, 0.0, 2.0, 0.1, 0.1 ) show_dhudmessage( Victim, "%i", damage ) } return PLUGIN_CONTINUE; } show_client_dhm( id, damage, Attacker ) { static iColor, R, G, B, Float: Y_Pos, Float: X_Pos if( Attacker ) // The user is the Attacker ( Attacker value = 1 ) { // Attacker iColor = get_pcvar_num( pCvar[ AttackerC ] ) Y_Pos = Ya[ id ] X_Pos = Xa[ id ] } else { // Victim iColor = get_pcvar_num( pCvar[ VictimC ] ) Y_Pos = Yv[ id ] X_Pos = Xv[ id ] } R = iColor / 1000000 iColor %= 1000000 G = iColor / 1000 B = iColor % 1000 set_dhudmessage( R, G, B, X_Pos, Y_Pos, 2, 0.0, 1.0, 0.02, 0.02 ) show_dhudmessage( id, "%i", damage ) if( !get_pcvar_num( pCvar[ Bullet_ShowSpec ] ) ) { return; } new Players[ 32 ], iNum get_players( Players, iNum, "bch" ) for( new i = 0, Spectator = 0; i < iNum; i++ ) { Spectator = Players[ i ] if( entity_get_int( Spectator, EV_INT_iuser2 ) == id ) { show_dhudmessage( Spectator, "%i", damage ) } } } show_client_hm( id, damage, Attacker ) { static iColor, R, G, B, Float: Y_Pos, Float: X_Pos if( Attacker ) // The user is the Attacker ( Attacker value = 1 ) { // Attacker iColor = get_pcvar_num( pCvar[ AttackerC ] ) Y_Pos = Ya[ id ] X_Pos = Xa[ id ] } else { // Victim iColor = get_pcvar_num( pCvar[ VictimC ] ) Y_Pos = Yv[ id ] X_Pos = Xv[ id ] } R = iColor / 1000000 iColor %= 1000000 G = iColor / 1000 B = iColor % 1000 set_hudmessage( R, G, B, X_Pos, Y_Pos, 2, 0.0, 1.0, 0.02, 0.02 ) show_hudmessage( id, "%i", damage ) if( !get_pcvar_num( pCvar[ Bullet_ShowSpec ] ) ) { return; } new Players[ 32 ], iNum get_players( Players, iNum, "bch" ) for( new i = 0, Spectator = 0; i < iNum; i++ ) { Spectator = Players[ i ] if( entity_get_int( Spectator, EV_INT_iuser2 ) == id ) { show_hudmessage( Spectator, "%i", damage ) } } } show_client_text( id, text[], Attacker, size ) { static iColor, R, G, B, Float: Y_Pos, Float: X_Pos if( Attacker ) // The user is the Attacker ( Attacker value = 1 ) { // Attacker iColor = get_pcvar_num( pCvar[ AttackerC ] ) Y_Pos = Ya[ id ] X_Pos = Xa[ id ] } else { // Victim iColor = get_pcvar_num( pCvar[ VictimC ] ) Y_Pos = Yv[ id ] X_Pos = Xv[ id ] } R = iColor / 1000000 iColor %= 1000000 G = iColor / 1000 B = iColor % 1000 if( !size ) { set_dhudmessage( R, G, B, X_Pos, Y_Pos, 2, 0.0, 1.0, 0.02, 0.02 ) show_dhudmessage( id, "%s", text ) } else { set_hudmessage( R, G, B, X_Pos, Y_Pos, 2, 0.0, 1.0, 0.02, 0.02, -1 ) show_hudmessage( id, "%s", text ) } if( !get_pcvar_num( pCvar[ Bullet_ShowSpec ] ) ) { return; } new Players[ 32 ], iNum get_players( Players, iNum, "bch" ) for( new i = 0, Spectator = 0; i < iNum; i++ ) { Spectator = Players[ i ] if( entity_get_int( Spectator, EV_INT_iuser2 ) == id ) { if( !size ) { show_dhudmessage( Spectator, "%s", text ) } else { show_hudmessage( Spectator, "%s", text ) } } } } CheckPosition( id, Attacker ) { switch( get_pcvar_num( pCvar[ Bullet_Show_Mode ] ) ) // [ 0 = CIRCLE ] [ 1 = VERTICAL ] [ 2 = HORIZONTAL ] [ 3 = ARCH OF CIRCLE ] { case 0: { if( Attacker ) { switch( Xa[ id ] ) { case -0.70: // First attack { Xa[ id ] = -0.575 Ya[ id ] = -0.60 } case -0.575: // Second { Xa[ id ] = -0.50 Ya[ id ] = -0.625 } case -0.50: // Third { Xa[ id ] = -0.425 Ya[ id ] = -0.60 } case -0.425: // Fourth { Xa[ id ] = -0.30 Ya[ id ] = -0.50 } case -0.30: // Last { Xa[ id ] = -0.70 } } } else { switch( Xv[ id ] ) { case -0.30: // First attack { Xv[ id ] = -0.425 Yv[ id ] = -0.35 } case -0.425: // Second { Xv[ id ] = -0.50 Yv[ id ] = -0.30 } case -0.50: // Third { Xv[ id ] = -0.575 Yv[ id ] = -0.35 } case -0.575: // fourth { Xv[ id ] = -0.70 Yv[ id ] = -0.45 } case -0.70: // Last { Xv[ id ] = -0.30 } } } } case 1: { if( Attacker ) { Ya[ id ] += 0.05 if( Ya[ id ] >= 0.90 ) { Ya[ id ] = 0.55 } } else { Yv[ id ] += 0.05 if( Yv[ id ] >= 0.85 ) { Yv[ id ] = 0.50 } } } case 2: { if( Attacker ) { Xa[ id ] += 0.05 if( Xa[ id ] >= -0.35 ) { Xa[ id ] = -0.70 } } else { Xa[ id ] += 0.05 if( Xv[ id ] >= -0.35 ) { Xv[ id ] = -0.70 } } } case 3: { if( Attacker ) { switch( Xa[ id ] ) { case -0.20: // First attack { if( Ya[ id ] == -0.20 ) { Xa[ id ] = -0.20 Ya[ id ] = -0.90 } else { Xa[ id ] = -0.15 Ya[ id ] = -0.80 } } case -0.15: { switch( Ya[ id ] ) { case -0.80: { Ya[ id ] = -0.70 } case -0.70: { Ya[ id ] = -0.60 } case -0.60: { Ya[ id ] = -0.50 } case -0.50: { Ya[ id ] = -0.40 } case -0.40: { Ya[ id ] = -0.30 } case -0.30: { Xa[ id ] = -0.20 Ya[ id ] = -0.20 } } } } } else { switch( Xv[ id ] ) { case -0.80: // First attack { if( Yv[ id ] == -0.20 ) { Xv[ id ] = -0.80 Yv[ id ] = -0.90 } else { Xv[ id ] = -0.85 Yv[ id ] = -0.80 } } case -0.85: { switch( Yv[ id ] ) { case -0.80: { Yv[ id ] = -0.70 } case -0.70: { Yv[ id ] = -0.60 } case -0.60: { Yv[ id ] = -0.50 } case -0.50: { Yv[ id ] = -0.40 } case -0.40: { Yv[ id ] = -0.30 } case -0.30: { Xv[ id ] = -0.80 Yv[ id ] = -0.20 } } } } } } } } public client_putinserver( id ) { switch( get_pcvar_num( pCvar[ Bullet_Show_Mode ] ) ) { case 0: { Ya[ id ] = -0.50 Xa[ id ] = -0.70 Yv[ id ] = -0.45 Xv[ id ] = -0.30 } case 1: { Ya[ id ] = 0.55 Xa[ id ] = 0.53 Xv[ id ] = 0.45 Yv[ id ] = 0.50 } case 2: { Ya[ id ] = -0.35 Xa[ id ] = -0.70 Yv[ id ] = -0.20 Xv[ id ] = -0.70 } case 3: { Xv[ id ] = -0.80 Yv[ id ] = -0.90 Xa[ id ] = -0.20 Ya[ id ] = -0.90 } } } // Director Hud Message, go to : http://forums.alliedmods.net/showthread.php?t=149210 by : ARKSHINE stock set_dhudmessage( red = 0, green = 160, blue = 0, Float:x = -1.0, Float:y = 0.65, effects = 2, Float:fxtime = 6.0, Float:holdtime = 3.0, Float:fadeintime = 0.1, Float:fadeouttime = 1.5, bool:reliable = false ) { #define clamp_byte(%1) ( clamp( %1, 0, 255 ) ) #define pack_color(%1,%2,%3) ( %3 + ( %2 << 8 ) + ( %1 << 16 ) ) __dhud_color = pack_color( clamp_byte( red ), clamp_byte( green ), clamp_byte( blue ) ) __dhud_x = _:x __dhud_y = _:y __dhud_effect = effects __dhud_fxtime = _:fxtime __dhud_holdtime = _:holdtime __dhud_fadeintime = _:fadeintime __dhud_fadeouttime = _:fadeouttime __dhud_reliable = _:reliable return 1; } stock show_dhudmessage( index, const message[], any:... ) { new buffer[ 128 ] new numArguments = numargs( ) if( numArguments == 2 ) { send_dhudMessage( index, message ) } else if( index || numArguments == 3 ) { vformat( buffer, charsmax( buffer ), message, 3 ) send_dhudMessage( index, buffer ) } else { new playersList[ 32 ], numPlayers; get_players( playersList, numPlayers, "ch" ) if( !numPlayers ) { return 0; } new Array:handleArrayML = ArrayCreate() for( new i = 2, j; i < numArguments; i++ ) { if( getarg( i ) == LANG_PLAYER ) { while( ( buffer[ j ] = getarg( i + 1, j++ ) ) ) {} j = 0 if( GetLangTransKey( buffer ) != TransKey_Bad ) { ArrayPushCell( handleArrayML, i++ ) } } } new size = ArraySize( handleArrayML ) if( !size ) { vformat( buffer, charsmax( buffer ), message, 3 ) send_dhudMessage( index, buffer ) } else { for( new i = 0, j; i < numPlayers; i++ ) { index = playersList[ i ] for( j = 0; j < size; j++ ) { setarg( ArrayGetCell( handleArrayML, j ), 0, index ) } vformat( buffer, charsmax( buffer ), message, 3 ) send_dhudMessage( index, buffer ) } } ArrayDestroy( handleArrayML ) } return 1; } stock send_dhudMessage( const index, const message[] ) { message_begin( __dhud_reliable ? ( index ? MSG_ONE : MSG_ALL ) : ( index ? MSG_ONE_UNRELIABLE : MSG_BROADCAST ), SVC_DIRECTOR, _, index ) { write_byte( strlen( message ) + 31 ) write_byte( DRC_CMD_MESSAGE ) write_byte( __dhud_effect ) write_long( __dhud_color ) write_long( __dhud_x ) write_long( __dhud_y ) write_long( __dhud_fadeintime ) write_long( __dhud_fadeouttime ) write_long( __dhud_holdtime ) write_long( __dhud_fxtime ) write_string( message ) } message_end() } /*************************************************************************************************** ******************** ***** ******************** *********** *********** ****** ****** *** *** * CHANGE LOG : * * 1.0 : First * * 1.1 : Adding Bullet Damage Mode * * 1.2 : Adding Bullet Damage Walls * * 1.3 : Spectators see damage * * 1.4 : Cvar : Bullet_Hs_Mode * * 1.5 : 2 New Natives * * 1.6 : Text SIZE * * 1.7 : Bullet Show Mode * * * *** *** ****** ****** *********** *********** ******************** ***** ******************** ***************************************************************************************************/
Użytkownik michal7840 edytował ten post 21.06.2015 15:27