Proszę to jest główna przerobiona z totemu leczenia jej mocą jest odpychanie przeciwnika który wejdzie w zasięg działania (funkcja ta jest zrobiona do itemu)
public item_toteme(id)
{
if (used_item[id])
{
hudmsg(id,2.0,"Totemu mozesz uzyc raz na runde!")
return PLUGIN_CONTINUE
}
used_item[id] = true
new origin[3]
pev(id,pev_origin,origin)
new ent = Spawn_Ent("info_target")
set_pev(ent,pev_classname,"Effect_Ode_Totem")
set_pev(ent,pev_owner,id)
set_pev(ent,pev_solid,SOLID_TRIGGER)
set_pev(ent,pev_origin,origin)
set_pev(ent,pev_ltime, halflife_time() + 15 + 0.1)
engfunc(EngFunc_SetModel, ent, "addons/amxmodx/diablo/totem_heal.mdl")
set_rendering ( ent, kRenderFxGlowShell, 93,79,82, kRenderFxNone, 255 )
engfunc(EngFunc_DropToFloor,ent)
set_pev(ent,pev_nextthink, halflife_time() + 0.1)
return PLUGIN_CONTINUE
}
public Effect_Ode_Totem_Think(ent)
{
new id = pev(ent,pev_owner)
new totem_dist = player_b_odepch[id]
//We have emitted beam. Apply effect (this is delayed)
if (pev(ent,pev_euser2) == 1)
{
new Float:forigin[3], origin[3]
pev(ent,pev_origin,forigin)
FVecIVec(forigin,origin)
//Find people near and damage them
new entlist[513]
new numfound = find_sphere_class(0,"player",totem_dist+0.0,entlist,512,forigin)
for (new i=0; i < numfound; i++)
{
new pid = entlist[i]
if (pid == id || !is_user_alive(pid))
continue
if (get_user_team(id) == get_user_team(pid))
continue
new vOrigin[3];
new Float:gfOrigin[2][3], b;
entity_get_vector(pid, EV_VEC_origin, gfOrigin[1]);
entity_get_vector(ent, EV_VEC_origin, gfOrigin[0]);
get_user_origin(pid, vOrigin); ///
for(b = 0; b <= 2; b ++)
{
gfOrigin[1][b] -= gfOrigin[0][b]; // oblicza odległość miedzy środkiem totemu a graczem w totemie
gfOrigin[1][b] +=30; //wiem ze można dać +=210 ale kiedyś nie wiem nie chciało mi chodzić może teraz będzie.
gfOrigin[1][b] *=7; // zmieniając to zmieni się sile odpychania
}
entity_set_vector(pid, EV_VEC_velocity, gfOrigin[1]);
change_health(pid,-40,id,"")
message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
write_byte(0);
write_coord(origin[0]);
write_coord(origin[1]);
write_coord(origin[2]);
write_coord(vOrigin[0]);
write_coord(vOrigin[1]);
write_coord(vOrigin[2]);
write_short(sprite_lgt);
write_byte(1);
write_byte(5);
write_byte(2);
write_byte(20);
write_byte(30);
write_byte(200);
write_byte(200);
write_byte(200);
write_byte(200);
write_byte(200);
message_end();
}
set_pev(ent,pev_euser2,0)
set_pev(ent,pev_nextthink, halflife_time() + 1.5)
return PLUGIN_CONTINUE
}
//Entity should be destroyed because livetime is over
if (pev(ent,pev_ltime) < halflife_time() || !is_user_alive(id))
{
remove_entity(ent)
return PLUGIN_CONTINUE
}
//If this object is almost dead, apply some render to make it fade out
if (pev(ent,pev_ltime)-2.0 < halflife_time())
set_rendering ( ent, kRenderFxNone, 255,255,255, kRenderTransAlpha, 100 )
new Float:forigin[3], origin[3];
pev(ent,pev_origin,forigin)
FVecIVec(forigin,origin)
new red = random_num(1,255) //// to dałem se aby był kolorowy totem (czytaj aura)
new grenn = random_num(1,255)
new blue = random_num(1,255)
//Find people near and give them health
message_begin( MSG_BROADCAST, SVC_TEMPENTITY, origin );
write_byte( TE_BEAMCYLINDER );
write_coord( origin[0] );
write_coord( origin[1] );
write_coord( origin[2] );
write_coord( origin[0] );
write_coord( origin[1] + totem_dist );
write_coord( origin[2] + totem_dist );
write_short( sprite_white );
write_byte( 0 ); // startframe
write_byte( 0 ); // framerate
write_byte( 10 ); // life
write_byte( 10 ); // width
write_byte( 255 ); // noise
write_byte( red); // r, g, b
write_byte( grenn ); // r, g, b
write_byte( blue ); // r, g, b
write_byte( 170 ); // brightness
write_byte( 6 ); // speed
message_end();
set_pev(ent,pev_euser2,1)
set_pev(ent,pev_nextthink, halflife_time() + 0.5)
return PLUGIN_CONTINUE
}