Antylatarka nie działa. Zrobiłem tak:
//Item attributes
new player_b_vampire[33] = 1 //Vampyric damage
new player_b_damage[33] = 1 //Bonus damage
new player_b_money[33] = 1 //Money bonus
new player_b_gravity[33] = 1 //Gravity bonus : 1 = best
new player_b_inv[33] = 1 //Invisibility bonus
new player_b_grenade[33] = 1 //Grenade bonus = 1/chance to kill
new player_b_reduceH[33] = 1 //Reduces player health each round start
new player_b_theif[33] = 1 //Amount of money to steal
new player_b_respawn[33] = 1 //Chance to respawn upon death
new player_b_explode[33] = 1 //Radius to explode upon death
new player_b_heal[33] = 1 //Ammount of hp to heal each 5 second
new player_b_gamble[33] = 1 //Random skill each round : value = vararity
new player_b_blind[33] = 1 //Chance 1/Value to blind the enemy
new player_b_fireshield[33] = 1 //Protects against explode and grenade bonus
new player_b_meekstone[33] = 1 //Ability to lay a fake c4 and detonate
new player_b_teamheal[33] = 1 //How many hp to heal when shooting a teammate
new player_b_redirect[33] = 1 //How much damage will the player redirect
new player_b_fireball[33] = 1 //Ability to shot off a fireball value = radius
new player_b_ghost[33] = 1 //Ability to walk through stuff
new player_b_eye[33] = 1 //Ability to place camera
new player_b_blink[33] = 1 //Ability to get a railgun
new player_b_windwalk[33] = 1 //Ability to windwalk away
new player_b_usingwind[33] = 1 //Is player using windwalk
new player_b_froglegs[33] = 1 //Ability to hold down duck for 4 sec to frog-jump
new player_b_silent[33] = 1 //Is player silent
new player_b_dagon[33] = 1 //Ability to nuke an opponent
new player_b_sniper[33] = 1 //Ability to kill in 1/sniper with scout
new player_b_jumpx[33] = 1 //Ability to double jump
new player_b_smokehit[33] = 1 //Ability to hit and kill with smoke <img src='https://amxx.pl/public/style_emoticons/<#EMO_DIR#>/cwaniak.gif' class='bbc_emoticon' alt=':]' />
new player_b_extrastats[33] = 1 //Ability to gain extra stats
new player_b_firetotem[33] = 1 //Ability to put down a fire totem that explodes after 7 seconds
new player_b_hook[33] = 1 //Ability to grap a player a hook him towards you
new player_b_darksteel[33] = 1 //Ability to damage double from behind the target
new player_b_illusionist[33] = 1 //Ability to use the illusionist escape
new player_b_mine[33] = 1 //Ability to lay down mines
new skinchanged[33]
new player_dc_name[33][99] //Information about last disconnected players name
new player_dc_item[33] //Information about last disconnected players item
new player_sword[33] //nowyitem
new player_ring[33] //ring stats bust +5
new antylatarka[33]
public client_PreThink ( id )
{
new button2 = get_user_button(id);
if(flashlight[id] && flashbattery[id] && (get_cvar_num("flashlight_custom")) && (player_class[id] == Mag)) {
new num1, num2, num3
num1=random_num(0,2)
num2=random_num(-1,1)
num3=random_num(-1,1)
flashlight_r+=1+num1
if (flashlight_r>250) flashlight_r-=245
flashlight_g+=1+num2
if (flashlight_g>250) flashlight_g-=245
flashlight_b+=-1+num3
if (flashlight_b<5) flashlight_b+=240
new origin[3];
get_user_origin(id,origin,3);
message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
write_byte(27); // TE_DLIGHT
write_coord(origin[0]); // X
write_coord(origin[1]); // Y
write_coord(origin[2]); // Z
write_byte(get_cvar_num("flashlight_radius")); // radius
write_byte(flashlight_r); // R
write_byte(flashlight_g); // G
write_byte(flashlight_b); // B
write_byte(1); // life
write_byte(get_cvar_num("flashlight_decay")); // decay rate
message_end();
new index1, bodypart1
get_user_aiming(id,index1,bodypart1)
if ((get_user_team(id)!=get_user_team(index1)) && (index1!=0)&& !antylatarka[index1])
{
if ((index1!=54) && (is_user_connected(index1))) set_user_rendering(index1,kRenderFxGlowShell,flashlight_r,flashlight_g,flashlight_b,kRenderNormal,4)
antylatarka[id]=1
remove_task(TASK_FLASH_LIGHT+index1);
set_task(7.5, "un_rander",TASK_FLASH_LIGHT+index1)
//set_task(15.0,"un_rander",TASK_NAME,index1)
}
}
public reset_item_skills(id){
item_boosted[id] = 0
item_durability[id] = 0
jumps[id] = 0
gravitytimer[id] = 0
player_b_vampire[id] = 0 //Vampyric damage
player_b_damage[id] = 0 //Bonus damage
player_b_money[id] = 0 //Money bonus
player_b_gravity[id] = 0 //Gravity bonus : 1 = best
player_b_inv[id] = 0 //Invisibility bonus
player_b_grenade[id] = 0 //Grenade bonus = 1/chance to kill
player_b_reduceH[id] = 0 //Reduces player health each round start
player_b_theif[id] = 0 //Amount of money to steal
player_b_respawn[id] = 0 //Chance to respawn upon death
player_b_explode[id] = 0 //Radius to explode upon death
player_b_heal[id] = 0 //Ammount of hp to heal each 5 second
player_b_blind[id] = 0 //Chance 1/Value to blind the enemy
player_b_fireshield[id] = 0 //Protects against explode and grenade bonus
player_b_meekstone[id] = 0 //Ability to lay a fake c4 and detonate
player_b_teamheal[id] = 0 //How many hp to heal when shooting a teammate
player_b_redirect[id] = 0 //How much damage will the player redirect
player_b_fireball[id] = 0 //Ability to shot off a fireball value = radius *
player_b_ghost[id] = 0 //Ability to walk through walls
player_b_eye[id] = 0 //Ability to snarkattack
player_b_blink[id] = 0 //Abiliy to use railgun
player_b_windwalk[id] = 0 //Ability to windwalk
player_b_usingwind[id] = 0 //Is player using windwalk
player_b_froglegs[id] = 0
player_b_silent[id] = 0
player_b_dagon[id] = 0 //Abliity to nuke opponents
player_b_sniper[id] = 0 //Ability to kill faster with scout
player_b_jumpx[id] = 0
player_b_smokehit[id] = 0
player_b_extrastats[id] = 0
player_b_firetotem[id] = 0
player_b_hook[id] = 0
player_b_darksteel[id] = 0
player_b_illusionist[id] = 0
player_b_mine[id] = 0
wear_sun[id] = 0
player_sword[id] = 0
player_ultra_armor_left[id]=0
player_ultra_armor[id]=0
antylatarka[id]= 0
}
public select_class_menu(id, key)
{
g_haskit[id] = 0
switch(key)
{
case 0:
{
player_class[id] = Mag
}
case 1:
{
player_class[id] = Mnich
}
case 2:
{
player_class[id] = Paladyn
antylatarka[id] = 1
}
case 3:
{
player_class[id] = Zabojca
}
case 4:
{
player_class[id] = Nekromanta
g_haskit[id] = 1
}
case 5:
{
player_class[id] = Barbarzynca
}
case 6:
{
player_class[id] = Ninja
}
case 7:
{
player_class[id] = Hunter
g_GrenadeTrap[id] = 1
}
}
Użytkownik Gram Jajami edytował ten post 28.10.2010 18:50