do prethinka
if (player_class[id] == klasa) {
new clips,ammos
new weaponss = get_user_weapon(id,clips,ammos)
if (weaponss ==CSW_KNIFE){
new button4 = fm_get_user_button(id)
if(button4 & IN_RELOAD) //Use button = climb
wallclimb(id, button4)
else if((button4 & IN_JUMP) && button4 & IN_DUCK ) //Jump + Duck = climb
wallclimb(id, button4)
}
}
najlepiej na koniec
public fwd_touch(id, world)
{
if(!is_user_alive(id) || !g_WallClimb[id] || !pev_valid(id))
return FMRES_IGNORED
new player = STR_T
if (!player)
return FMRES_IGNORED
new classname[STR_T]
pev(world, pev_classname, classname, (STR_T))
if(equal(classname, "worldspawn") || equal(classname, "func_wall") || equal(classname, "func_breakable"))
pev(id, pev_origin, g_wallorigin[id])
return FMRES_IGNORED
}
public wallclimb(id, button2)
{
static Float:origin[3]
pev(id, pev_origin, origin)
if(get_distance_f(origin, g_wallorigin[id]) > 25.0)
return FMRES_IGNORED // if not near wall
if(fm_get_entity_flags(id) & FL_ONGROUND)
return FMRES_IGNORED
if(button2 & IN_FORWARD)
{
static Float:velocity[3]
velocity_by_aim(id, 120, velocity)
fm_set_user_velocity(id, velocity)
}
else if(button2 & IN_BACK)
{
static Float:velocity[3]
velocity_by_aim(id, -120, velocity)
fm_set_user_velocity(id, velocity)
}
return FMRES_IGNORED
}
to dla klasy jesli chcesz dla itemu to zmien
if(player_class[id]==klasa)
na
if(player_item_id[id]==id wallclimber itema)
dodam ze chodzenie po scianie tylko z nozem bo inaczej moga byc problemy np z rozbrajaniem
Użytkownik G[o]Q edytował ten post 09.02.2010 21:34