Napisano 01.09.2012 13:32
HL Weapon Physics Autor: Turanga_Leela
Version: v0.6 [23.07.2012] Description Quote:
For Mods :
hl /
cs /
csz Add physics in to the game . Tested on win7 & linux
Attention - All plugin options in - *.inc When plugin start 1st time - config file will be added automatically (addons/amxmodx/configs/hl_weapon_physics.ini). In it blocked classes list
(1 class only! for 1 config line, for cs /csz auto add "grenade") Cvars Quote:
hl_ArmouryEntityCount -
1 // cs /csz : ent's count in - "armoury_entity" hl_PhysicsDefaultGravity -
2.0 // default gravity (can be different) hl_ThrowSpeedMultiple -
13 // speed multiple on throw... -> + "
e " button
Macros Quote:
#define Half_Life // hl || cs /csz (game switch) #define BREAKABLE_REFLECT // "func_breakable" breakable reflect on players & monsters #define PUSH_MONSTERS // push & damage #define ADMIN_FLAGS ADMIN_IMMUNITY //admin flags - menu access "armoury_entity" - (ADMIN_IMMUNITY | ADMIN_BAN) ... #define SOUNDS_ON // ... #define WEAPON_THROWING_ON // Throwings ON (RECOMMENDED! ) #define SPRITE "sprites/arrow1.spr" // sprite - WEAPON_THROWING_ON #define TRAILS_ON // trails on WP throw (+e) Options bellow -> only for CS / CSZ #define zBot_on_server // ON - if zBot on server (works on "cs /csz" ONLY!) plugin needed - "hamsandwich_zBot_FIX" (if need - ask me) #define CLCMD_COMMAND "hl_WeaponPhysics_Menu" // clcmd - menu call #define ARMOURY_ENTITY_RANDOMIZER // ... #define PHYSICS_RENDERING // ... #define SHOOT_GRENADES_ON // Cs /Csz #define MESSAGE_ON // chat message, when grenade exploded by shot. Cs - Csz Only! (shoot grenades) Const Quote:
#define VECTOR_SUB 2.5 // vector[2] sub - on ground check #define SEARCHING_RADIUS 5.0 // physics ent's searching radius #define MAX_REFLECT_A_VELOCITY 192.0 // [0] && [2] #define MAX_VELOCITY_MULTIPLE 2.5 // speed multiple [0] && [1] on dmg taken, if entity on angled ground! #define MAX_DAMAGE_RECEIVED 255.0 #define AVAILABLE_MOVETYPE (1 << MOVETYPE_TOSS) // can be - (1 << MOVETYPE_TOSS | 1 << MOVETYPE_FLY) ... #define MAX_REFLECT_VELOCITY 192.0 // max vel[2] jump power #define DAMAGE_DIVIDER 0.032 // dmg multiple by shot #define SOUND_HIT 0.5 // hit volume #define SOUND_TOUCH 0.25 // touch volume #define GROUND_TRACE_RESULT 0.65 // ground_trace[2] - high angle ground type #define BLOCK_SOUND_BY_SPEED 128.0 // min speed to emit sound on touch #define COUNTS_TO_RESET 6 // touch counts to -> hl_extensions (physics reflect) #define PEV_DATA_SLOT pev_iuser2 // hl_extensions -> data, contain touch counts #define PEV_GROUND_TYPE pev_iuser3 // ground type info -> '4' values, look -> // Ground type #define PEV_JUMP_REDUCE pev_iuser4 // add velocity or not, depend from: 1)ground type 2)attacker #define PEV_GROUND_DATA pev_vuser3 // entity ground data - contain ground trace result -> TR_vecPlaneNormal Utube -
VIDEO PS Special thanks:
unnamed , for support. And
noo00oob &
Vlamis bug test
Code & idea taken from "Weapon Physics" и "Lie Flat" by "Nomexous" (now 2 in 1 for hl & cstrike/csz) Attached Files
files.zip (150.9 KB)
sources.zip (14.3 KB)
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