public item_firetotem(id)
{
if (used_item[id])
{
hudmsg(id,2.0,"Tego totemu mozesz uzyc tylko raz na runde!")
}
else
{
used_item[id] = true
Effect_Ignite_Totem(id,7)
}
}
stock Effect_Ignite_Totem(id,seconds)
{
new origin[3]
pev(id,pev_origin,origin)
new ent = Spawn_Ent("info_target")
set_pev(ent,pev_classname,"Effect_Ignite_Totem")
set_pev(ent,pev_owner,id)
set_pev(ent,pev_solid,SOLID_TRIGGER)
set_pev(ent,pev_origin,origin)
set_pev(ent,pev_ltime, halflife_time() + seconds + 0.1)
engfunc(EngFunc_SetModel, ent, "addons/amxmodx/diablo/totem_ignite.mdl")
set_rendering ( ent, kRenderFxGlowShell, 250,150,0, kRenderFxNone, 255 )
engfunc(EngFunc_DropToFloor,ent)
set_pev(ent,pev_euser3,0)
set_pev(ent,pev_nextthink, halflife_time() + 0.1)
}
public Effect_Ignite_Totem_Think(ent)
{
//Safe check because effect on death
if (!freeze_ended)
remove_entity(ent)
if (!is_valid_ent(ent))
return PLUGIN_CONTINUE
new id = pev(ent,pev_owner)
//Apply and destroy
if (pev(ent,pev_euser3) == 1)
{
new entlist[513]
new numfound = find_sphere_class(ent,"player",player_b_firetotem[id]+0.0,entlist,512)
for (new i=0; i < numfound; i++)
{
new pid = entlist[i]
//This totem can hit the caster
if (pid == id && is_user_alive(id))
{
Effect_Ignite(pid,id,4)
hudmsg(pid,3.0,"Palisz sie! Zastrzel wroga, aby przeniesc na niego twoj ogien!")
continue
}
if (!is_user_alive(pid) || get_user_team(id) == get_user_team(pid))
continue
//Dextery makes the fire damage less
if (player_dextery[pid] > 20)
Effect_Ignite(pid,id,1)
else if (player_dextery[pid] > 15)
Effect_Ignite(pid,id,2)
else if (player_dextery[pid] > 10)
Effect_Ignite(pid,id,3)
else
Effect_Ignite(pid,id,4)
hudmsg(pid,3.0,"Palisz sie! Zastrzel wroga, aby przeniesc na niego twoj ogien!")
}
remove_entity(ent)
return PLUGIN_CONTINUE
}
//Entity should be destroyed because livetime is over
if (pev(ent,pev_ltime) < halflife_time())
{
set_pev(ent,pev_euser3,1)
//Show animation and die
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] + player_b_firetotem[id]);
write_coord( origin[2] + player_b_firetotem[id]);
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( 150 ); // r, g, b
write_byte( 150 ); // r, g, b
write_byte( 0 ); // r, g, b
write_byte( 128 ); // brightness
write_byte( 5 ); // speed
message_end();
set_pev(ent,pev_nextthink, halflife_time() + 0.2)
}
else
{
set_pev(ent,pev_nextthink, halflife_time() + 1.5)
}
return PLUGIN_CONTINUE
}
stock Spawn_Ent(const classname[])
{
new ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, classname))
set_pev(ent, pev_origin, {0.0, 0.0, 0.0})
dllfunc(DLLFunc_Spawn, ent)
return ent
}
stock Effect_Ignite(id,attacker,damage)
{
new ent = Spawn_Ent("info_target")
set_pev(ent,pev_classname,"Effect_Ignite")
set_pev(ent,pev_owner,id)
set_pev(ent,pev_ltime, halflife_time() + 99 + 0.1)
set_pev(ent,pev_solid,SOLID_NOT)
set_pev(ent,pev_euser1,attacker)
set_pev(ent,pev_euser2,damage)
set_pev(ent,pev_nextthink, halflife_time() + 0.1)
AddFlag(id,Flag_Ignite)
}
//euser3 = destroy and apply effect
public Effect_Ignite_Think(ent)
{
new id = pev(ent,pev_owner)
attacker = pev(ent,pev_euser1)
new damage = pev(ent,pev_euser2)
if (pev(ent,pev_ltime) < halflife_time() || !is_user_alive(id) || !HasFlag(id,Flag_Ignite))
{
RemoveFlag(id,Flag_Ignite)
Remove_All_Tents(id)
Display_Icon(id ,0 ,"dmg_heat" ,200,0,0)
remove_entity(ent)
return PLUGIN_CONTINUE
}
//Display ignite tent and icon
Display_Tent(id,sprite_ignite,2)
Display_Icon(id ,1 ,"dmg_heat" ,200,0,0)
new origin[3]
get_user_origin(id,origin)
//Make some burning effects
message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
write_byte( TE_SMOKE ) // 5
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2])
write_short( sprite_smoke )
write_byte( 22 ) // 10
write_byte( 10 ) // 10
message_end()
//Decals
message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
write_byte( TE_GUNSHOTDECAL ) // decal and ricochet sound
write_coord( origin[0] ) //pos
write_coord( origin[1] )
write_coord( origin[2] )
write_short (0) // I have no idea what thats supposed to be
write_byte (random_num(199,201)) //decal
message_end()
//Do the actual damage
change_health(id,-damage,attacker,"world")
set_pev(ent,pev_nextthink, halflife_time() + 1.5)
return PLUGIN_CONTINUE
}
Dodano 31 grudzień 2010 - 14:20:
odświeżam:)
No czekam...;d dla chętnych wstawiam +