lvl
Radeon
30.10.2009
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Constants.inl
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.h
Constants.inl
// ***************************************************************************
// Author: B. Josh Becker
// Description: This page contains defines as well as the variables used
// in this plugin
// ***************************************************************************
#define TASK_ITEMS 0 // Showing items in the HUD
#define TASK_SPAWN 32 // Respawning from revive
#define TASK_IMPALE 64 // Crypt Lord's Impale
#define TASK_BANISH 96 // Used to set the user's origin back to normal
#define TASK_SPAWNREMOVEGOD 128 // Gives the user godmode for a brief period after they respawn
#define TASK_EXPLOSION 160 // From Suicide Bomber
#define TASK_BEAMCYLINDER 192 // From Suicide Bomber
#define TASK_GETINPUT 224 // Calls getuserinput function
#define TASK_COOLDOWN 256 // Ultimate Cooldown function
#define TASK_TRANSPORT 288 // Transport function for ITEM_MOLE
#define TASK_MOLE 320 // Used for mole + fan of knives
#define TASK_WAVE 352 // Healing Wave
#define TASK_REINCARNATION 384 // Weapon Reincarnation
#define TASK_GLOW 416 // Calls glow_change
#define TASK_REMOVEBUYZONE 448 // This will remove a buyzone
#define TASK_HEX 480 // Jumper task (goomba)
#define TASK_RESETSPEED 512 // Reset maxspeed (bash)
#define TASK_ITEM_GLOVES 544 // Nade timer (gloves)
#define TASK_UNHOLYSPEED 576 // Unholyspeed timer
#define TASK_RESETGOD 608 // Reset god mode
#define TASK_BLINKCHECK 640 // Check to see if the player teleported into an invalid location
#define TASK_BLINKSTUCK 672 // Checks to see if a user is stuck after blinking
#define TASK_BIGBADATTACKER 704 // _SH_ResetBigBadAttacker
#define TASK_TELEPORT 736 // For teleporting someone w00t
//#define TASK_TELEPORT 768 // Teleports the player
//#define TASK_TELEFADEIN 800 // Calls telefadein function
//#define TASK_UNSTICK 832 // "Unsticks" a stuck teleported player
#define TASK_SEARCHTARGET 864 // Used by some ultimates
//#define TASK_WALKER 896 // Walker process
#define TASK_ENTANGLEWAIT 928 // Used for entangling roots
#define TASK_LIGHTNING 960 // Used for chain lightning
//#define TASK_LIGHTSEARCH 992 // Used for chain lightning
#define TASK_LIGHTNINGNEXT 1024 // Used for chain lightning
#define TASK_SPAWNPLAYER 1056 // Used to spawn a player (final spawn call)
#define TASK_GIVEITEMS 1088 // Used to give a player his items after spawning
#define TASK_ITEM_RING 1120 // Used with rings of regeneration
#define TASK_SILENCEBURST 1152
//#define TASK_ONFIRE 1184 // Used with flamethrower
//#define TASK_HEALNOW 1226 // Used with Healing Waves
#define TASK_HEALNEXT 1258 // Used with Healing Waves
#define TASK_LIGHT 1290 // Used with serpant wards
#define TASK_SHIELD 1322 // Used to check for shield
#define TASK_FUNNELS 1354 // Used with Swarming Locusts
#define TASK_HETHROWEVENT 1386 // Used for nade trails
#define TASK_MONEYLOOP 1428 // Used for displaying the money for DOD
#define TASK_TEMPENTITY 1460
#define TASK_ANKHGIVEITEMS 1492
#define TASK_HELM 1524
#define TASK_REINCCHECK 1556
#define TASK_SAVE 1588 // Used for saving <img src='https://amxx.pl/public/style_emoticons/<#EMO_DIR#>/tongue2.gif' class='bbc_emoticon' alt='xP' />
//#define TASK_UDELAY 1620 // Ultimate Delay Function
//#define TASK_BURN 1652
#define TASK_BURNING 1684 // Used for Blood Mage Ultimate
#define TASK_FINDTARGET 1706 // Used for finding a target
#define TASK_ULTPING 1738 // Used to play the "ping" sound every second
#define TASK_BUYTIME 2000 // Checks for buytime
#define TASK_CHECKVOTES 2002 // Used for checking the votes
#define TASK_FTCONTROLLER 2003 // Used for automatic start/stop
#define TASK_CHECKWAR3 2004
#define TASK_EXECUTECONFIG 2005
#define TASK_AFTERCONFIG 2006
#define TASK_SETSQL 2007
//#define TASK_SETLANGUAGE 2008
#define TASK_SETVARIABLES 2009
#define TASK_CLONETHINK 2010
//#define TASK_CHECKMAP 2011
#define TASK_BOIDTHINK 2012
#define TASK_TARGETBOMBED 2013
//#define TASK_BOMBTIMER 2014
//#define TASK_WAR3CHECK 2015 // Checks the value of sv_warcraft3 every 5 seconds (better than checking it on every function call)
#define TASK_SIPHON 2016
#define TASK_ENDULTIMATE 2017
//#define TASK_BEFORE_ROUND_START 2018
#define TASK_MOLEFIX 3000
#define TASK_RESETSPAWNS 3001
#define TASK_UDELAY 3002 // Ultimate delay function
// From ../multiplayer source/dlls/player.cpp
#define ARMOR_RATIO 0.7 // Armor Takes 30% of the damage (was .2 in the SDK)
#define ARMOR_BONUS 0.5 // Each Point of Armor is work 1/x points of health
#define TE_BEAMPOINTS 0
#define TE_EXPLOSION 3
#define TE_TAREXPLOSION 4
#define TE_SMOKE 5
#define TE_BEAMENTS 8
#define TE_LAVASPLASH 10
#define TE_TELEPORT 11
#define TE_IMPLOSION 14
#define TE_SPRITETRAIL 15
#define TE_SPRITE 17
#define TE_BEAMCYLINDER 21
#define TE_BEAMFOLLOW 22
#define TE_STREAK_SPLASH 25
#define TE_ELIGHT 28
#define TE_LARGEFUNNEL 100
#define TE_FIZZ 105 // create alpha sprites inside of entity, float upwards
#define TE_BUBBLES 113 // create alpha sprites inside of box, float upwards
#define TE_SPRAY 120
#define TE_PLAYERATTACHMENT 124
#define EF_BRIGHTFIELD 1
#define TE_EXPLFLAG_NONE 0
#define MAX_NAME_LENGTH 32
#define MAX_VAR_LENGTH 64
#define RACE_SKILL_LENGTH 64
#define RACE_SKILL_LENGTH_F 63
#define RACE_NAME_LENGTH 64
#define RACE_NAME_LENGTH_F 63
#define ITEM_NAME_LENGTH 64
#define ITEM_NAME_LENGTH_F 63
#define SHORT_RACE_NAME_LENGTH 16
#define SHORT_RACE_NAME_LENGTH_F 15
#define SHORT_ITEM_NAME_LENGTH 32
#define SHORT_ITEM_NAME_LENGTH_F 31
#define TELEPORT_RADIUS 50
#define LIGHTNING_RANGE 500
#define ORB_DAMAGE 20 // Damage done by Orb of Annihilation
// CS AmmoX Types
#define AMMOX_338MAGNUM 1 // AWP
#define AMMOX_762NATO 2 // AK47, SCOUT, G3SG1
#define AMMOX_556NATOBOX 3 // MG
#define AMMOX_556NATO 4 // SG552, GALI, FAMAS, M4A1, AUG, SG550
#define AMMOX_BUCKSHOT 5 // M3, XM1014
#define AMMOX_45ACP 6 // MAC10, UMP45, USP
#define AMMOX_57MM 7 // P90, FIVESEVEN
#define AMMOX_50AE 8 // DEAGLE
#define AMMOX_357SIG 9 // P228
#define AMMOX_9MM 10 // MP5NAVY, TMP, GLOCK18, ELITE
#define AMMOX_FLASHBANG 11 // Flashbang
#define AMMOX_HEGRENADE 12 // HE Grenade
#define AMMOX_SMOKEGRENADE 13 // Smoke Grenade
#define HITGROUP_GENERIC 0 // none
#define HITGROUP_HEAD 1 // 1 << 1 = 2
#define HITGROUP_CHEST 2 // 1 << 2 = 4
#define HITGROUP_STOMACH 3 // 8
#define HITGROUP_LEFTARM 4 // 16
#define HITGROUP_RIGHTARM 5 // 32
#define HITGROUP_LEFTLEG 6 // 64
#define HITGROUP_RIGHTLEG 7 // 128
/* Weapon IDs */
#define CSW_WORLDSPAWN 0
#if !defined CSW_GALIL
#define CSW_GALIL 14
#endif
#if !defined CSW_FAMAS
#define CSW_FAMAS 15
#endif
#define CSW_WAR3_MIN 51
#define CSW_LIGHTNING 51
#define CSW_SUICIDE 52
#define CSW_IMMOLATE 53
#define CSW_LOCUSTS 54
#define CSW_SERPENTWARD 55
#define CSW_SHADOW 56
#define CSW_THORNS 57
#define CSW_CARAPACE 58
#define CSW_CARRION 59
#define CSW_ORB 60
#define CSW_CONCOCTION 61
#define CSW_BANISH 62
#define CSW_WAR3_MAX 62
// Should be equal to (CSW_WAR3_MIN - CSW_WAR3_MAX) + 1
#define MAX_CSW_S 12
// Race numbers
#define RACE_NONE 0
#define RACE_UNDEAD 1
#define RACE_HUMAN 2
#define RACE_ORC 3
#define RACE_ELF 4
#define RACE_BLOOD 5
#define RACE_SHADOW 6
#define RACE_WARDEN 7
#define RACE_CRYPT 8
#define RACE_CHAMELEON 9
// team ids
#define UNASSIGNED 0
#define TS 1
#define CTS 2
#define AUTO_TEAM 5
// New team ID defines
#define TEAM_T 1
#define TEAM_CT 2
// To determine what game is running
#define GAME_CSTRIKE 1
#define GAME_CZERO 2
#define GAME_DOD 3
// Used with PB_SKINSWITCHED
#define SKIN_RESET 0
#define SKIN_SWITCH 1
#define KEY_1 0
#define KEY_2 1
#define KEY_3 2
#define KEY_4 3
#define KEY_5 4
#define KEY_6 5
#define KEY_7 6
#define KEY_8 7
#define KEY_9 8
#define KEY_0 9
#define XPOS 0
#define YPOS 1
#define ZPOS 2
#define DISPLAYLEVEL_NONE 0
#define DISPLAYLEVEL_SHOWRACE 1
#define DISPLAYLEVEL_SHOWGAINED 2
//#define DISPLAYLEVEL_SHOWBOTH 3
#define DISPLAYLEVEL_SHOWRACECHAT 4
#define MAX_RACES 9
#define MAX_LEVELS 13
// ***************************************************************************
// The following section contains defines for the player_data array, it pretty much
// stores everything.
// P_ is within player_data
// PB_ is within player_data_bool array
// ***************************************************************************
// ***************************
// Start of info for player_data
// ***************************
#define P_RACE 0 // Race
//#define P_SKILL1 1 // Skill 1 level
//#define P_SKILL2 2 // Skill 2 level
//#define P_SKILL3 3 // Skill 4 level
//#define P_ULTIMATE 4 // Ultimate level
#define P_LEVEL 5 // Player Level
#define P_<img src='https://amxx.pl/public/style_emoticons/<#EMO_DIR#>/tongue2.gif' class='bbc_emoticon' alt='xP' /> 6 // Current <img src='https://amxx.pl/public/style_emoticons/<#EMO_DIR#>/tongue2.gif' class='bbc_emoticon' alt='xP' />
// Miscellaneous options
#define P_SPECMODE 7 // Used to determine if the player is spectating or not
#define P_SHOWRACEMENU 8 // Should we show the race menu when the player respawns?
#define P_SHOWICONS 9 // Show player icons/levels for this player?
#define P_CHANGERACE 10 // Holds the value of what race to change to when the following round starts
// Used for weapon Reincarnation
#define P_FLASHCOUNT 11 // Number of flash grenades bought that round
#define P_HECOUNT 12 // Number of HE's bought that round
#define P_SMOKECOUNT 13 // Number of smoke grenades bought that round
#define P_ARMORONDEATH 14 // Amount of armor the player had when he/she died
#define P_LASTARMOR 15 // This will contain the previous value of P_ARMORONDEATH
// Used by various ultimates/abilities
#define P_TELEMENU 16 // Used by teleport
#define P_TEAM 17 // Stores the player's team ID
//#define P_SHADOWCOUNT 18 // Number of shadow strikes the player has left
#define P_SERPENTCOUNT 19 // Number of serpent wards the player has left
#define P_RINGS 20
#define P_ULTIMATEDELAY 21
#define P_RESPAWNBY 22 // Stores how the user is going to respawn
// Used for DOD
#define P_MONEY 23 // Amount of money the player has
#define P_LAST 24
// ***************************
// End of info for player_data
// ***************************
// ***************************
// Start of info for player_data_bool
// ***************************
// Miscellaneous
#define PB_SKINSWITCHED 0 // Set if the user's skin has been changed
#define PB_RESETSKILLS 1 // Does the player want to reset their skills in the next round?
#define PB_CHANGINGTEAM 2 // Is the user currently changing his/her team?
#define PB_DIEDLASTROUND 3 // Did the user died during the previous round?
// Used for weapon Reincarnation
#define PB_DEFUSE 4 // Player had a defuse kit when he/she died?
#define PB_SHIELD 5 // Player had a shield when he/she died?
#define PB_NIGHTVISION 6 // Player had nightvision when he/she died?
#define PB_USP_SILENCED 28 // USP silenced on death?
#define PB_M4A1_SILENCED 29 // M4A1 silenced on death?
#define PB_GLOCK_BURST 30 // Glock in burst mode on death?
#define PB_FAMAS_BURST 31 // Famas in burst mode on death?
// Used by various ultimates/abilities
#define PB_GIVEITEMS 7 // Tells weapon controller function to give the player his items after respawning
#define PB_NADEJUSTRECEIVED 8 // Used with flaming gloves... (removable?)
#define PB_MOLE 9 // Is the player a mole?
#define PB_PHOENIX 10 // Will this player have phoenix?
#define PB_WARDENBLINK 11 // Does this player have blink enabled?
#define PB_SUICIDEATTEMPT 12 // Has this player made a suicide attempt for undead's ultimate?
#define PB_ISBURNING 13 // Is the player burning from the immolate ultimate?
#define PB_STUNNED 14
#define PB_SLOWED 15
#define PB_ISSEARCHING 16
#define PB_LIGHTNINGHIT 17
#define PB_INVIS 18
#define PB_HEXED 19 // Is the player hexed? (All abilities are disabled)
#define PB_JUSTJOINED 20
#define PB_ISCONNECTED 21
#define PB_GODMODE 22
#define PB_HAS_SPAWNED 23 // Has the player previously spawned this round?
#define PB_CAN_RENDER 24
#define PB_NO_DAMAGE 25
#define PB_BIGBAD_ATTACKER 26 // This user is allowed to attack a user running big bad voodoo!
#define PB_ISPLANTING 27 // Set to true if the user is planting the bomb
// #define PB_CHAM_CONFIGURED 28 // Has chameleon been configured?
#define PB_LAST 32
// ***************************
// End of info for player_data_bool
// ***************************
// ***************************************************************************
// End player array information
// ***************************************************************************
// What is the user going to respawn by?
#define RESPAWN_ITEM 1
#define RESPAWN_PHOENIX 2
#define RESPAWN_VENGEANCE 3
// Enemies who have immunity w/in this radius will cause blink to fail
#define IMMUNITY_RADIUS 500
#define SPAWN_DELAY 0.2
// ***************************************************************************
// Start of variables
// ***************************************************************************
// Use this everywhere instead of declaring it in each function (compiles faster)
new szTmpMsg[2048];
// This keeps track of which races were given "free" <img src='https://amxx.pl/public/style_emoticons/<#EMO_DIR#>/tongue2.gif' class='bbc_emoticon' alt='xP' /> - we don't want to save this <img src='https://amxx.pl/public/style_emoticons/<#EMO_DIR#>/tongue2.gif' class='bbc_emoticon' alt='xP' /> to the database
new bool:g_bGivenLevel13[33][MAX_RACES+1]; // Stores if we gave them level 10
new g_GlowLevel[33][4];
// Used for Chameleon
new g_ChamSkills[5];
new p_data[33][P_LAST] // Contains player data
new bool:p_data_b[33][PB_LAST] // Contains player data of type boolean
// Used for advanced statistics
new iStatsHead[33][MAX_CSW_S]
new iStatsChest[33][MAX_CSW_S]
new iStatsStomach[33][MAX_CSW_S]
new iStatsLeftArm[33][MAX_CSW_S]
new iStatsRightArm[33][MAX_CSW_S]
new iStatsLeftLeg[33][MAX_CSW_S]
new iStatsRightLeg[33][MAX_CSW_S]
new iStatsKills[33][MAX_CSW_S]
new iStatsDeaths[33][MAX_CSW_S]
new iStatsHS[33][MAX_CSW_S]
new iStatsTKS[33][MAX_CSW_S]
new iStatsShots[33][MAX_CSW_S]
new iStatsHits[33][MAX_CSW_S]
new iStatsDamage[33][MAX_CSW_S]
new MAXPLAYERS
// Used by admin menu
new g_menuPosition[33]
new g_menuPlayers[33][32]
new g_menuPlayersNum[33]
new g_menuOption[33]
new g_menuSettings[33]
new gmsgStatusText
new gmsgBarTime
// Used with SHARED_SetUserSpeed
new bool:g_bPlayerZoomed[33];
new szSpawnEnt[2][32];
/* START - CSTRIKE VARIABLES */
new bool:g_freezeTime = false;
new bool:g_buyTime
// Counter-Strike/Condition Zero Skins
new SKIN_CT[5][] = { "sas" , "gsg9" , "urban" , "gign" , "spetsnaz" };
new SKIN_T[5][] = { "arctic" , "leet" , "guerilla" , "terror" , "militia" };
// Day of Defeat Player skins
new SKIN_AXIS[2][] = { "axis-inf" , "axis-para" };
new SKIN_ALLIES[2][] = { "us-inf" , "us-para" };
new SKIN_BRIT[1][] = { "brit-inf" };
new CsArmorType:g_ArmorType[33];
/* END - CSTRIKE VARIABLES */
/* START - DOD VARIABLES */
new gmsgHudText
new iReincarnation[33][3];
/* END - DOD VARIABLES */
// Used to keep track of how much dmg one player does to another
new g_iDamageDealt[33][33];
// Used with helm
new Float:fLastShotFired[33];
// Used to determine if the ultimatedelay is valid
new g_iUltimateDelay;
// Captured Messages
new gmsgDeathMsg
new gmsgScreenFade
new gmsgScreenShake
new gmsgScoreInfo
new gmsgStatusIcon
new bool:g_GameRestarting = false;
new bool:bIgnoreArmorSet[33];
new g_MODclient[15] = "* [WAR3FT]"
new bool:warcraft3 = true
new bool:g_EndRound
// Used to make sure a spawn point isn't used for another player
#define TOTAL_SPAWNS 64
new g_iSpawnReserved[TOTAL_SPAWNS];
new g_iSpawnInc = 0;
new g_PlayerWeapons[33][32]; // Stores player weapons after they have been purchased
new g_PlayerLastWeapons[33][32]; // Stores player weapons after they have been purchased
new g_MOD = 0;
// thanks twistedeuphoria - from objective proximity warning
#define MAX_OBJECTIVES 11
#define OBJENT_VIP_ESCAPE 0
#define OBJENT_HOSTAGE 1
#define OBJENT_BOMBSITE 2
#define OBJENT_HOSTAGE_ESCAPE 3
new g_iObjectiveEnt[MAX_OBJECTIVES];
new g_iObjectiveEntType[MAX_OBJECTIVES];
new Float:g_fObjectiveOrigin[MAX_OBJECTIVES][3]
new g_iTotalObjectiveEnts = 0;
new bool:g_bLevitation[33];
new bool:g_bOrcNadesDisabled = false;
new bool:g_bGlovesDisabled = false;
// ***************************
// Skill Information
// ***************************
#define SKILL_1 1
#define SKILL_2 2
#define SKILL_3 3
#define SKILL_ULTIMATE 4
#define SKILL_PASSIVE 5
#define MAX_PLAYER_SKILLS 6
#define MIN_ULT_LEVEL 6
// SKILL DEFINES
#define SKILL_NONE -1
#define SKILL_VAMPIRICAURA 0
#define SKILL_UNHOLYAURA 1
#define SKILL_LEVITATION 2
#define ULTIMATE_SUICIDE 3
#define SKILL_INVISIBILITY 4
#define SKILL_DEVOTION 5
#define SKILL_BASH 6
#define ULTIMATE_BLINK 7
#define SKILL_CRITICALSTRIKE 8
#define SKILL_CRITICALGRENADE 9
#define SKILL_REINCARNATION 10
#define ULTIMATE_CHAINLIGHTNING 11
#define SKILL_EVASION 12
#define SKILL_THORNS 13
#define SKILL_TRUESHOT 14
#define ULTIMATE_ENTANGLE 15
#define SKILL_PHOENIX 16
#define SKILL_BANISH 17
#define SKILL_SIPHONMANA 18
#define ULTIMATE_IMMOLATE 19
#define PASS_RESISTANTSKIN 20
#define SKILL_HEALINGWAVE 21
#define SKILL_HEX 22
#define SKILL_SERPENTWARD 23
#define ULTIMATE_BIGBADVOODOO 24
#define PASS_UNSTABLECONCOCTION 25
#define SKILL_FANOFKNIVES 26
#define SKILL_BLINK 27
#define SKILL_SHADOWSTRIKE 28
#define ULTIMATE_VENGEANCE 29
#define PASS_HARDENEDSKIN 30
#define SKILL_IMPALE 31
#define SKILL_SPIKEDCARAPACE 32
#define SKILL_CARRIONBEETLES 33
#define ULTIMATE_LOCUSTSWARM 34
#define PASS_ORB 35
#define MAX_SKILLS 48
#define MAX_RACE_SKILLS 4
#define MAX_SKILL_LEVEL 4
#define MAX_ULTIMATE_LEVEL 1
// Used with g_SkillType
#define SKILL_TYPE_TRAINABLE 1
#define SKILL_TYPE_PASSIVE 2
#define SKILL_TYPE_ULTIMATE 3
// Used with g_SkillOrder
#define SKILL_POS_NONE -1
#define SKILL_POS_1 0
#define SKILL_POS_2 1
#define SKILL_POS_3 2
#define SKILL_POS_4 3
new g_SkillOwner[MAX_SKILLS ]; // For each skill, says who the owning race is
new g_SkillType[MAX_SKILLS ]; // For each skill, says what type of skill it is (trainable/ultimate/passive)
new g_SkillOrder[MAX_SKILLS ]; // For each skill, lists what order it should appear in /level and /selectskill (and how it should save)
// Used to store what level each skill is for the players
new g_PlayerSkillLevel[33][MAX_SKILLS]; // Stores what level each skill is
new bool:g_bPlayerSkills[33][MAX_SKILLS]; // Stores what skills the player has available (set on race selection)
// Constants for Abilities
new const Float:p_vampiric[4] = {0.10,0.20,0.30,0.40} // Vampiric Aura (skill 1)
new Float:p_unholy[4] = {265.0,285.0,300.0,320.0} // Unholy Aura (skill 2)
new Float:p_unholy_dod[4] = {33.3,66.6,100.0,133.3} // Unholy Aura (skill 2)
new const Float:p_levitation[4] = {0.8,0.6,0.4,0.3} // Levitation (skill 3)
new const p_invisibility[4] = {200,175,135,120} // Invisibility (skill 1)
new const p_devotion = 15 // Devotion Aura (skill 2)
new const Float:p_bash[4] = {0.10,0.20,0.30,0.40} // Bash (skill 3)
new const Float:p_critical[4] = {0.25,0.50,0.75,0.85} // Critical Strike (skill 1)
new const Float:p_grenade[4] = {2.0,3.0,4.0,5.0} // Critical Grenade (skill 2)
new const Float:p_ankh[4] = {0.333,0.666,0.788,1.0} // Equipment reincarnation (skill 3)
new const Float:p_evasion[4] = {0.1,0.175,0.25,0.28} // Evasion (skill 1)
new const Float:p_thorns[4] = {0.05,0.1,0.15,0.2} // Thorns Aura (skill 2)
new const Float:p_trueshot[4] = {0.1,0.2,0.35,0.45} // Trueshot Aura (skill 3)
new const Float:p_phoenix[4] = {0.333,0.666,0.788,1.0} // Phoenix (skill 1)
new const p_phoenix_dod[4] = {300,600,900,1200} // Phoenix - DOD (skill 1)
new const Float:p_banish[4] = {0.05,0.10,0.15,0.20} // Banish (skill 2)
new const Float:p_mana[4] = {0.02,0.04,0.08,0.12} // Siphon Mana (skill 3)
new const Float:p_resistant[14] = {0.02, 0.04, 0.08, 0.12, 0.16, 0.20, 0.24, 0.28, 0.32, 0.34, 0.36, 0.38, 0.40, 0.42} // Resistant Skin
new const Float:p_heal[4] = {6.0,4.0,2.0,1.0} // Healing Wave (skill 1)
new const Float:p_hex[4] = {0.05,0.10,0.15,0.20} // Hex (skill 2)
new const p_serpent[4] = {1,2,3,4} // Serpent Ward (skill 3)
new const Float:p_concoction[14] = {0.01, 0.02, 0.03, 0.04, 0.05, 0.06, 0.07, 0.08, 0.09, 0.10, 0.11, 0.12, 0.13, 0.14} // Unstable Concoction (Skill 4)
new const Float:p_fan[4] = {0.05,0.10,0.15,0.20} // Fan of Knives (skill 1)
new const Float:p_blink[4] = {0.333,0.666,0.8,1.0} // Blink (skill 2)
new const Float:p_shadow[4] = {0.05,0.10,0.15,0.20} // Shadow Strike (skill 3)
new const Float:p_harden[14] = {0.03, 0.05, 0.10, 0.15, 0.20, 0.25, 0.30, 0.35, 0.37, 0.40, 0.43, 0.46, 0.50, 0.55} // Hardened Skin (Skill 4)
new const Float:p_impale[4] = {0.05,0.1,0.15,0.2} // Impale (skill 1)
new const Float:p_spiked[4] = {0.05,0.1,0.15,0.2} // Spiked Carapace (skill 2)
new const Float:p_carrion[4] = {0.05,0.10,0.15,0.2} // Carrion Beetle (skill 3)
new const Float:p_orb[14] = {0.01, 0.02, 0.03, 0.04, 0.05, 0.06, 0.07, 0.08, 0.09, 0.10, 0.11, 0.12, 0.13, 0.14} // Orb of Annihilation (Skill 4)
new MOTD_header[] = "<html><head><LINK REL=^"StyleSheet^" HREF=^"wc3.css^" TYPE=^"text/css^"></head><body>";
// SOUNDS
#define MAX_SOUNDS 29
new g_szSounds[MAX_SOUNDS][64];
#define SOUND_VENGEANCE 0
#define SOUND_SUICIDE 1
#define SOUND_BANISH 2
#define SOUND_LOCUSTSWARM 3
#define SOUND_SHADOWSTRIKE 4
#define SOUND_CARRION 5
#define SOUND_IMPALE 6
#define SOUND_VOODOO 7
#define SOUND_FLAMESTRIKE 8
#define SOUND_ENTANGLING 9
#define SOUND_LIGHTNING 10
#define SOUND_TELEPORT 11
#define SOUND_BLINK 12
#define SOUND_ANNIHILATION 13
#define SOUND_CONCOCTION_CAST 14
#define SOUND_CONCOCTION_HIT 15
#define SOUND_HEX 16
#define SOUND_IMMOLATE 17
#define SOUND_IMMOLATE_BURNING 18
#define SOUND_LEVELUP 19
#define SOUND_PICKUPITEM 20
#define SOUND_TOME 21
#define SOUND_ULTIMATESCAN 22
#define SOUND_ULTIMATEREADY 23
#define SOUND_REINCARNATION 24
#define SOUND_ANTEND 25
#define SOUND_ERROR 26
#define SOUND_DISPELL 27
#define SOUND_SPELLSHIELD 28
// SPRITES
#define MAX_SPRITES 15
new g_szSprites[MAX_SPRITES][64];
new g_szRaceSprites[MAX_RACES + 1][64];
new g_szLevelSprites[11][64];
//MAX_LEVELS - 2
new g_iRaceSprites[MAX_RACES + 1];
new g_iLevelSprites[11];
new g_iSprites[MAX_SPRITES] = {0};
new bool:g_bExtraSpritesEnabled = false
#define SPR_BANISH 0
#define SPR_SHADOWSTRIKE 1
#define SPR_SNOW 2
#define SPR_FIRE 3
#define SPR_BURNING 4
#define SPR_BEETLE 5
#define SPR_FIREBALL 6
#define SPR_BEAM 7
#define SPR_TRAIL 8
#define SPR_SHOCKWAVE 9
#define SPR_LIGHTNING 10
#define SPR_FLARE 11
#define SPR_WAVE 12
#define SPR_SMOKE 13
#define SPR_IMMOLATE 14
// HUD Channels
#define HUD_SPEC_INFO 1 // Info displayed in bottom corner of player being spectated
#define HUD_SHOWSTATUS 4 // Information shown on enemies/teammates when looking at them
#define HUD_DOD_MONEY 4 // Money Displayed at top center of screen in DOD
#define HUD_RACE_INFO 2 // /level command
#define HUD_ULTIMATE 1 // Ultimate messages (i.e. you have _ seconds remaining)
#define HUD_SKILL 3 // i.e. "you have evaded a shot"
#define HUD_<img src='https://amxx.pl/public/style_emoticons/<#EMO_DIR#>/tongue2.gif' class='bbc_emoticon' alt='xP' /> 3 // Used to show the user their <img src='https://amxx.pl/public/style_emoticons/<#EMO_DIR#>/tongue2.gif' class='bbc_emoticon' alt='xP' />/items when dead
#define HUD_AUTO -1 // Automatically choose one!
#define HUD_TIMER 1 // Timer
#define FADE_OUT 0x0000 // Fade out from max alpha
#define FADE_IN 0x0001 // Fade in to max alpha
#define FADE_MODULATE_OUT 0x0002 // Modulate, fade out from max alpha
#define FADE_MODULATE_IN 0x0003 // Modulate, fade in to max alpha
#define FADE_ONLYONE_OUT 0x0004 // Start at max Alpha, no fade out
#define FADE_ONLYONE_IN 0x0005 // Fade in to max Alpha, no fade out
#define FADE_MODONE_OUT 0x0006 // Modulate, Start at max Alpha, no fade
#define FADE_MODONE_IN 0x0007 // Modulate, Fade in to max Alpha, no fade out
#define HUDMESSAGE_FX_FADEIN 0 // hudmessage effect types
#define HUDMESSAGE_FX_FLICKER 1
#define HUDMESSAGE_FX_WRITEOUT 2
// Used for spectating info
#define SPEC_HOLDTIME 10.0
new g_iSpectatingID[33];
new Float:g_fLastSpecDisplay[33];
// Lets keep track of what team the player is on!
new g_iPlayerTeam[33];
#define BOT_CAST_ULT_CHANCE 0.10
new bool:g_bCZBotRegisterHamDół pliku
// Amount of <img src='https://amxx.pl/public/style_emoticons/<#EMO_DIR#>/tongue2.gif' class='bbc_emoticon' alt='xP' /> needed to gain a level
new iXPLevelShortTerm[14] = {0,150,300,600,1000,1500,2100,2800,3400,4500,5500,10000,20000,30000};
new iXPLevelSaved[14] = {0,100,200,400,800,1600,3200,6400,12800,25600,51200,800000,1400000,2000000};
// Amount of <img src='https://amxx.pl/public/style_emoticons/<#EMO_DIR#>/tongue2.gif' class='bbc_emoticon' alt='xP' /> awarded when killing a user of this level
new iXPGivenShortTerm[14] = {10,15,25,35,40,50,60,70,80,90,95,120,140,170};
new iXPGivenSaved[14] = {6,8,10,12,14,16,18,20,24,28,32,40,46,56};
Portek
30.10.2009
Najpierw:
Zdecyduj się wreszcie czy ten serwer się odpala czy nie... plugin aby na pewno jest odpalony? widnieje na liście amx_plugins? Brak jakichkolwiek logów amx?
Spróbuj zrobić tak, dodaj do parametrów startowych serwera: -dev -condebug. Odpal serwer, poczekaj chwile i z katalogu cstrike na ftp pobierz plik qconsole.log, podeślij go tutaj, a z parametrów usuń te dwa wpisy bo niepotrzebnie zasyfisz ftp.
potem:Kompiluje się bez błędów, ale odpalam serwer i crash! logi czyste
mapa niby się odpala i logi wc3 też czyste.
Zdecyduj się wreszcie czy ten serwer się odpala czy nie... plugin aby na pewno jest odpalony? widnieje na liście amx_plugins? Brak jakichkolwiek logów amx?
Spróbuj zrobić tak, dodaj do parametrów startowych serwera: -dev -condebug. Odpal serwer, poczekaj chwile i z katalogu cstrike na ftp pobierz plik qconsole.log, podeślij go tutaj, a z parametrów usuń te dwa wpisy bo niepotrzebnie zasyfisz ftp.




