public Effect_Healing_Totem_Think(ent)
{
new id = pev(ent,pev_owner)
new totem_dist = 300
new amount_healed = player_b_heal[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 (get_user_team(pid) != get_user_team(id))
continue
if (is_user_alive(pid) && player_item_id[pid] != 17 && get_user_health(pid) + amount_healed < race_heal[player_class[pid]]+player_strength[pid]*2)
set_user_health(pid,get_user_health(pid)+amount_healed)
else
set_user_health(pid,race_heal[player_class[pid]]+player_strength[pid]*2)
}
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)
//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( 255 ); // r, g, b
write_byte( 100 ); // r, g, b
write_byte( 100 ); // r, g, b
write_byte( 128 ); // brightness
write_byte( 5 ); // speed
message_end();
//Time till we apply totems effect
set_pev(ent,pev_euser2,1)
set_pev(ent,pev_nextthink, halflife_time() + 0.5)
return PLUGIN_CONTINUE
}
A więc chce żeby totem sprawdzał czy ktoś w pobliżu przedmiotu nie ma itemu o id =17 i jego omijał
Pogrubiłem warunek który postawiłem i nie działa.