Auto BunnyHop
1. Znajdz
//Before freeze_ended check2. Dodaj Nad tym
if (entity_get_int(id, EV_INT_button) & 2 && player_class[id]==Klasa) { new flags = entity_get_int(id, EV_INT_flags) if (flags & FL_WATERJUMP) return PLUGIN_CONTINUE if ( entity_get_int(id, EV_INT_waterlevel) >= 2 ) return PLUGIN_CONTINUE if ( !(flags & FL_ONGROUND) ) return PLUGIN_CONTINUE new Float:velocity[3] entity_get_vector(id, EV_VEC_velocity, velocity) velocity[2] += 250.0 entity_set_vector(id, EV_VEC_velocity, velocity) entity_set_int(id, EV_INT_gaitsequence, 6) }3.Oraz do Define dodajemy
#define FL_WATERJUMP (1<<11) #define FL_ONGROUND (1<<9)
No Recoil - Item
1.Szukasz
new player_b_damage[33]2.Dodaj pod tym
new no_recoil[33];3.w Reset_item_skill dodajesz
no_recoil[id]=04.do client_prethink najlepiej na poczatku dodajesz
if(no_recoil[id]){ Float:g_angle[3] = {0.0,0.0,0.0} set_pev(id,pev_punchangle,g_angle); }
I Gotowe =]
Użytkownik FreZ edytował ten post 30.10.2010 18:39