chciałbym zrobić item który po użyciu prawym przyciskiem teleportuje nas, gdy mamy więcej inteligencji
to telepotuje nas dalej.
Kod z diablomoda
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])
}
}
return PLUGIN_CONTINUE
}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()
}
}
}da radę aby ktoś przerobił to na stary cod_mod
z góry +


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