Udało mi się go zrobić, jednak każdy miał "Termowizje" bez wgłędu czy miał perka czy nie, więc dodałem ma_perk i teraz osoba która posiada perka nie otrzymuje mocy termowizji. Cóż żem źle zrobił ?
Perk:
#include <amxmodx>
#include <hamsandwich>
#include <engine>
#include <codmod>
#include <xs>
new sprite_playerheat
new const perk_name[] = "Termowizja";
new const perk_desc[] = "Widzisz graczy przez sciany w zasiegu 3000";
new bool:ma_perk[33];
public plugin_init()
{
register_plugin(perk_name, "1.0", "Zielony Smerf");
cod_register_perk(perk_name, perk_desc);
register_event("ResetHUD", "ResetHUD", "abe");
set_task(0.1, "sprawdz", 0, "", 0, "b")
set_task(0.1, "ResetHUD", 0, "", 0, "b")
}
public plugin_precache()
{
sprite_playerheat = precache_model("sprites/poison.spr");
}
public cod_perk_enabled(id)
{
ma_perk[id] = true;
return COD_CONTINUE;
}
public cod_perk_disabled(id)
ma_perk[id] = false;
public sprawdz(id)
{
new Players[32], playerCount, a
get_players(Players, playerCount, "ah")
if(ma_perk[id])
for (new i=0; i<playerCount; i++)
{
a = Players[i]
Predator_ThermalGoggles(a)
}
}
public Predator_ThermalGoggles(id) {
new Float:fMyOrigin[3]
entity_get_vector(id, EV_VEC_origin, fMyOrigin)
static Players[32], iNum
get_players(Players, iNum, "a")
for(new i = 0; i < iNum; ++i) if(id != Players[i])
{
if(get_user_team(id) == get_user_team(Players[i])) continue;
new target = Players[i]
new Float:fTargetOrigin[3]
entity_get_vector(target, EV_VEC_origin, fTargetOrigin)
if((get_distance_f(fMyOrigin, fTargetOrigin) >3000)
|| !is_in_viewcone(id, fTargetOrigin))
continue
new Float:fMiddle[3], Float:fHitPoint[3]
xs_vec_sub(fTargetOrigin, fMyOrigin, fMiddle)
trace_line(-1, fMyOrigin, fTargetOrigin, fHitPoint)
new Float:fWallOffset[3], Float:fDistanceToWall
fDistanceToWall = vector_distance(fMyOrigin, fHitPoint) - 10.0
normalize(fMiddle, fWallOffset, fDistanceToWall)
new Float:fSpriteOffset[3]
xs_vec_add(fWallOffset, fMyOrigin, fSpriteOffset)
new Float:fScale, Float:fDistanceToTarget = vector_distance(fMyOrigin, fTargetOrigin)
if(fDistanceToWall > 100.0)
fScale = 8.0 * (fDistanceToWall / fDistanceToTarget)
else
fScale = 2.0
te_sprite(id, fSpriteOffset, sprite_playerheat, floatround(fScale), 125)
}
return PLUGIN_CONTINUE
}
stock te_sprite(id, Float:origin[3], sprite, scale, brightness)
{
message_begin(MSG_ONE, SVC_TEMPENTITY, _, id)
write_byte(TE_SPRITE)
write_coord(floatround(origin[0]))
write_coord(floatround(origin[1]))
write_coord(floatround(origin[2]))
write_short(sprite)
write_byte(scale)
write_byte(brightness)
message_end()
}
stock normalize(Float:fIn[3], Float:fOut[3], Float:fMul)
{
new Float:fLen = xs_vec_len(fIn)
xs_vec_copy(fIn, fOut)
fOut[0] /= fLen, fOut[1] /= fLen, fOut[2] /= fLen
fOut[0] *= fMul, fOut[1] *= fMul, fOut[2] *= fMul
}
public ResetHUD(id)
{
if(ma_perk[id])
Predator_ThermalGoggles(id);
}