#include <amxmodx> #include <fakemeta> #include <engine> new bool:has_parachute[33] new para_ent[33] new pDetach, pFallSpeed public plugin_init() { register_plugin("Parachute", "1.3", "KRoT@L/JTP10181") // edited by ^^KaMaZZ~.^ pFallSpeed = register_cvar("parachute_fallspeed", "100") pDetach = register_cvar("parachute_detach", "1") register_event("ResetHUD", "newSpawn", "be") register_event("DeathMsg", "death_event", "a") } public client_connect(id) parachute_reset(id) public client_disconnect(id) parachute_reset(id) public newSpawn(id) { if(para_ent[id] > 0) { fm_set_user_gravity(id, 1.0) para_ent[id] = 0 } has_parachute[id] = true; } public death_event() { new id = read_data(2) parachute_reset(id) } parachute_reset(id) { if (is_user_alive(id)) fm_set_user_gravity(id, 1.0) has_parachute[id] = false para_ent[id] = 0 } public client_PreThink(id) { if (!is_user_alive(id) || !has_parachute[id]) return new Float:fallspeed = get_pcvar_float(pFallSpeed) * -1.0 new button = get_user_button(id) new oldbutton = get_user_oldbutton(id) new flags = get_entity_flags(id) if (para_ent[id] > 0 && (flags & FL_ONGROUND)) { if (get_pcvar_num(pDetach)) { if (fm_get_user_gravity(id) == 0.1) fm_set_user_gravity(id, 1.0) } else { fm_set_user_gravity(id, 1.0) para_ent[id] = 0 } return } if (button & IN_USE) { new Float:velocity[3] entity_get_vector(id, EV_VEC_velocity, velocity) if (velocity[2] < 0.0) { if(para_ent[id] <= 0) { para_ent[id] = 1 } if (para_ent[id] > 0) { entity_set_int(id, EV_INT_sequence, 3) entity_set_int(id, EV_INT_gaitsequence, 1) entity_set_float(id, EV_FL_frame, 1.0) entity_set_float(id, EV_FL_framerate, 1.0) fm_set_user_gravity(id, 0.1) velocity[2] = (velocity[2] + 40.0 < fallspeed) ? velocity[2] + 40.0 : fallspeed entity_set_vector(id, EV_VEC_velocity, velocity) } } else if (para_ent[id] > 0) { fm_set_user_gravity(id, 1.0) para_ent[id] = 0 } } else if ((oldbutton & IN_USE) && para_ent[id] > 0 ) { fm_set_user_gravity(id, 1.0) para_ent[id] = 0 } } stock Float:fm_get_user_gravity(index) { new Float:gravity; pev(index, pev_gravity, gravity); return gravity; } stock fm_set_user_gravity(index, Float:gravity = 1.0) { set_pev(index, pev_gravity, gravity); return 1; }
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