case klasy case 7: { player_class[id] = Imp c_blink[id] = floatround(halflife_time()) LoadXP(id, player_class[id]) } teraz pubiliki public UTIL_Teleport(id,distance) { Set_Origin_Forward(id,distance) new origin[3] get_user_origin(id,origin) //Particle burst ie. teleport effect message_begin(MSG_BROADCAST ,SVC_TEMPENTITY) //message begin write_byte(TE_PARTICLEBURST ) write_coord(origin[0]) // origin write_coord(origin[1]) // origin write_coord(origin[2]) // origin write_short(20) // radius write_byte(1) // particle color write_byte(4) // duration * 10 will be randomized a bit message_end() } stock Set_Origin_Forward(id, distance) { new Float:origin[3] new Float:angles[3] new Float:teleport[3] new Float:heightplus = 10.0 new Float:playerheight = 64.0 new bool:recalculate = false new bool:foundheight = false pev(id,pev_origin,origin) pev(id,pev_angles,angles) teleport[0] = origin[0] + distance * floatcos(angles[1],degrees) * floatabs(floatcos(angles[0],degrees)); teleport[1] = origin[1] + distance * floatsin(angles[1],degrees) * floatabs(floatcos(angles[0],degrees)); teleport[2] = origin[2]+heightplus while (!Can_Trace_Line_Origin(origin,teleport) || Is_Point_Stuck(teleport,48.0)) { if (distance < 10) break; //First see if we can raise the height to MAX playerheight, if we can, it's a hill and we can teleport there for (new i=1; i < playerheight+20.0; i++) { teleport[2]+=i if (Can_Trace_Line_Origin(origin,teleport) && !Is_Point_Stuck(teleport,48.0)) { foundheight = true heightplus += i break } teleport[2]-=i } if (foundheight) break recalculate = true distance-=10 teleport[0] = origin[0] + (distance+32) * floatcos(angles[1],degrees) * floatabs(floatcos(angles[0],degrees)); teleport[1] = origin[1] + (distance+32) * floatsin(angles[1],degrees) * floatabs(floatcos(angles[0],degrees)); teleport[2] = origin[2]+heightplus } if (!recalculate) { set_pev(id,pev_origin,teleport) return PLUGIN_CONTINUE } teleport[0] = origin[0] + distance * floatcos(angles[1],degrees) * floatabs(floatcos(angles[0],degrees)); teleport[1] = origin[1] + distance * floatsin(angles[1],degrees) * floatabs(floatcos(angles[0],degrees)); teleport[2] = origin[2]+heightplus set_pev(id,pev_origin,teleport) return PLUGIN_CONTINUE } stock bool:Can_Trace_Line_Origin(Float:origin1[3], Float:origin2[3]) { new Float:Origin_Return[3] new Float:temp1[3] new Float:temp2[3] temp1[x] = origin1[x] temp1[y] = origin1[y] temp1[z] = origin1[z]-30 temp2[x] = origin2[x] temp2[y] = origin2[y] temp2[z] = origin2[z]-30 trace_line(-1, temp1, temp2, Origin_Return) if (get_distance_f(Origin_Return,temp2) < 1.0) return true return false } stock bool:Is_Point_Stuck(Float:Origin[3], Float:hullsize) { new Float:temp[3] new Float:iterator = hullsize/3 temp[2] = Origin[2] for (new Float:i=Origin[0]-hullsize; i < Origin[0]+hullsize; i+=iterator) { for (new Float:j=Origin[1]-hullsize; j < Origin[1]+hullsize; j+=iterator) { //72 mod 6 = 0 for (new Float:k=Origin[2]-CS_PLAYER_HEIGHT; k < Origin[2]+CS_PLAYER_HEIGHT; k+=6) { temp[0] = i temp[1] = j temp[2] = k if (point_contents(temp) != -1) return true } } } return false } stock Effect_Bleed(id,color) { new origin[3] get_user_origin(id,origin) new dx, dy, dz for(new i = 0; i < 3; i++) { dx = random_num(-15,15) dy = random_num(-15,15) dz = random_num(-20,25) for(new j = 0; j < 2; j++) { message_begin(MSG_BROADCAST,SVC_TEMPENTITY) write_byte(TE_BLOODSPRITE) write_coord(origin[0]+(dx*j)) write_coord(origin[1]+(dy*j)) write_coord(origin[2]+(dz*j)) write_short(sprite_blood_spray) write_short(sprite_blood_drop) write_byte(color) // color index write_byte(8) // size message_end() } } } moc klasy to c_blink public Prethink_Blink(id) { if( get_user_button(id) & IN_ATTACK2 && !(get_user_oldbutton(id) & IN_ATTACK2) && is_user_alive(id)) { if (on_knife[id]) { if (halflife_time()-player_b_blink[id] <= 3) return PLUGIN_HANDLED player_b_blink[id] = floatround(halflife_time()) UTIL_Teleport(id,300+15*player_intelligence[id]) } } if( get_user_button(id) & IN_ATTACK2 && !(get_user_oldbutton(id) & IN_ATTACK2) && is_user_alive(id)) { if (on_knife[id]) { if (halflife_time()-c_blink[id] <= 3) return PLUGIN_HANDLED c_blink[id] = floatround(halflife_time()) UTIL_Teleport(id,300+15*player_intelligence[id]) } }