/*================================================================================ * Please don't change plugin register information. ================================================================================*/ #include #include #include #include #include #include #include #define PLUGIN_NAME "[ZP] Class: Energy Ball" #define PLUGIN_VERSION "1.2" #define PLUGIN_AUTHOR "Jim" #pragma tabsize 0 // 以下7個可開關設定項目,若是不想要使用該項設定,可在最該項目前面加上 // 來取消這項設定. #define SUPPORT_BOT_TO_USE //支援BOT使用.(在最前面加上 // 即取消對BOT的技援) //#define FIRST_ZOMBIE_CANT_USE //當是第一隻喪屍時,則無法使用喪屍的特殊技能.(在最前面加上 // 即取消這項設定) //#define HAVE_DYNAMIC_LIGHT_EFFECT //當喪屍使用能量球聚集能量時,身上會出現光圈特效.(在最前面加上 // 即取消這項設定) #define WHEN_HITED_DROP_WEAPON //當人類被能量球擊中時,若是在很近的距離內被擊中時,則會掉落手上的槍.(原則上這是以時間判斷,在能量球發射後1.0秒內被擊中就算) #define WHEN_HITED_CANT_SHOOT //當人類被能量球擊中時,會造成短時間內無法開槍.(在受影響的時間範圍內) #define WHEN_HITED_CANT_MOVE //當人類被能量球擊中時,會造成短時間內無法移動.(在受影響的時間範圍內) #define WHEN_DAMAGE_OVER_HEALTH_INFECT //當人類被能量球擊中時,若是血量被扣光時,則會感染變成喪屍.(在最前面加上 // 即取消這項設定) #define WHEN_DAMAGE_MAKE_FAIL //當喪屍受到攻擊時,若在短時間內受到一定的傷害,就會造成能量球聚集失敗. #define HITED_ZOMBIE_KNOCKBACK //當喪屍若被能量球擊中時,也會被擊飛.(但不會受傷和受到影響) #if defined WHEN_DAMAGE_MAKE_FAIL #define SUPPORT_CZBOT #define Damage_Check_Time_Range 2.0 //在多少時間內受到累積傷害達到一定數值,就會造成能量球聚集失敗.(單位:秒) #define Get_Amount_Of_Damage 300.0 //在短時間內受到的傷害的累積數值是多少,就會造成能量球聚集失敗. #endif #define Hit_Attack2_Key_Time 3.0 //當玩家連續按住'滑鼠右鍵'多久時間才會開始聚集能量.(單位:秒) #define Make_EnergyBall_Time 5.0 //當玩家開始聚集能量後,需要多久時間才會聚集完成一個能量球.(單位:秒) #define EnergyBall_Deduct_Speed 5 //能量球在飛中若是碰到障礙物反彈時,會減低多少速度. #define Short_Dist_Cant_Shoot 100 //當玩家視角前方距離若低於多少數值,則無法射出能量球. const Float:Damage_Survivor_Multiplier = 1.0 //對倖存者造成的傷害數值的乘數 #define Task_ID_1 param[0]+5333 #if defined WHEN_HITED_DROP_WEAPON // Weapon bitsums const PRIMARY_WEAPONS_BIT_SUM = (1<= aim_check_over_time[id]) { check_step[id] = 1 step_started[id] = false if (make_energyball[id] || have_energyball[id]) { make_energyball[id] = false have_energyball[id] = false set_user_weapon_attack_time(id, 0.0) } } } switch (check_step[id]) { case 1: { if (!step_started[id]) { // BOT發現有效目標,開始啟動能量球的聚集動作. if (aim_target[id]) { step_started[id] = true step_check_time[id] = current_time + Hit_Attack2_Key_Time } } else { if (current_time >= step_check_time[id]) { check_step[id] = 2 step_started[id] = false make_energyball[id] = true set_user_weapon_attack_time(id, 0.5) SendWeaponAnim(id, 0) } } } case 2: { if (!step_started[id]) { step_started[id] = true step_check_time[id] = current_time + Make_EnergyBall_Time } else { if (current_time >= step_check_time[id]) { check_step[id] = 3 step_started[id] = false make_energyball[id] = false have_energyball[id] = true set_user_weapon_attack_time(id, 0.5) SendWeaponAnim(id, 0) } } } case 3: { // 當BOT聚集好能量球時,發現有效目標就發射. if (aim_target[id]) { if (have_energyball[id]) { check_step[id] = 1 have_energyball[id] = false shoot_energyball(id) set_user_weapon_attack_time(id, 0.0) } } } } return FMRES_IGNORED; } #endif switch (check_step[id]) { case 1: { if (button & IN_ATTACK) { check_step[id] = 1 step_started[id] = false } else if (button & IN_ATTACK2) { if (!step_started[id]) { if (!(oldbutton & IN_ATTACK2)) { step_started[id] = true step_check_time[id] = current_time + Hit_Attack2_Key_Time } } else { if (current_time >= step_check_time[id]) { if (get_pcvar_num(g_shoot_times) != 0) client_print(id, print_center, "%L",id,"TESLA_INFO1", energyball_num[id]) check_step[id] = 2 step_started[id] = false make_energyball[id] = true set_user_weapon_attack_time(id, 1.0) SendWeaponAnim(id, 0) } } } else { step_started[id] = false } } case 2: { if (button & IN_ATTACK) { check_step[id] = 1 step_started[id] = false if (make_energyball[id]) { client_print(id, print_center, "") make_energyball[id] = false set_user_weapon_attack_time(id, 0.0) } } else if (button & IN_ATTACK2) { client_print(id, print_center, "%L",id,"TESLA_CANCEL") if (!step_started[id]) { step_started[id] = true step_check_time[id] = current_time + Make_EnergyBall_Time } else { if (current_time >= step_check_time[id]) { check_step[id] = 3 step_started[id] = false make_energyball[id] = false have_energyball[id] = true set_user_weapon_attack_time(id, 1.0) SendWeaponAnim(id, 0) } } } else { check_step[id] = 1 step_started[id] = false if (make_energyball[id]) { client_print(id, print_center, "") make_energyball[id] = false set_user_weapon_attack_time(id, 0.0) } } } case 3: { if (button & IN_ATTACK) { check_step[id] = 1 if (have_energyball[id]) { client_print(id, print_center, "") have_energyball[id] = false set_user_weapon_attack_time(id, 0.0) } } else if (button & IN_ATTACK2) { static dist dist = get_forward_view_dist(id) if (dist < Short_Dist_Cant_Shoot) client_print(id, print_center, "%L",id,"TESLA_CLOSE") else client_print(id, print_center, "%L",id,"TESLA_INFO2") } else { if (have_energyball[id]) { client_print(id, print_center, "") check_step[id] = 1 have_energyball[id] = false shoot_energyball(id) set_user_weapon_attack_time(id, 0.0) } } } } return FMRES_HANDLED; } #if defined SUPPORT_BOT_TO_USE check_target_valid(target) { if (!(1 <= target <= maxplayers) || !is_user_alive(target) || zp_get_user_zombie(target)) return 0; return 1; } #endif set_user_weapon_attack_time(id, Float:next_attack_time) { static weap_id weap_id = get_user_weapon(id) static weap_name[32] get_weaponname(weap_id, weap_name, charsmax(weap_name)) static weap_ent weap_ent = fm_find_ent_by_owner(-1, weap_name, id) set_weapon_next_pri_attack(weap_ent, next_attack_time) set_weapon_next_sec_attack(weap_ent, next_attack_time) if (weap_id == CSW_XM1014 || weap_id == CSW_M3) set_weapon_idle_time(weap_ent, next_attack_time) } public fw_PlayerPreThink(id) { if (!is_user_alive(id)) return FMRES_IGNORED; if (zp_get_user_zombie(id)) { if (zp_get_user_zombie_class(id) != g_zclass_energyball) return FMRES_IGNORED; if (zp_get_user_nemesis(id)) return FMRES_IGNORED; #if defined FIRST_ZOMBIE_CANT_USE if (zp_get_user_first_zombie(id)) return FMRES_IGNORED; #endif if (get_pcvar_num(g_shoot_times) != 0 && energyball_num[id] <= 0) return FMRES_IGNORED; if (make_energyball[id] || have_energyball[id]) { freeze_user_attack(id) } if (cooldown_started[id]) { if (current_time >= cooldown_over_time[id]) { cooldown_started[id] = false client_print(id, print_center, "%L",id,"TESLA_INFO3", get_pcvar_float(g_cooldown)) } } } else { // 當人類玩家被能量球擊中後,延遲1.0秒後才設定影響作用開始,主要是怕被擊中彈開的向量被抑制. if (be_hited[id]) { if (current_time >= be_hit_check_time[id]) { be_hited[id] = false effect_started[id] = true if (zp_get_user_survivor(id)) effect_over_time[id] = current_time + get_pcvar_float(g_surv_effect_time) else effect_over_time[id] = current_time + get_pcvar_float(g_effect_time) } } if (effect_started[id]) { #if defined WHEN_HITED_CANT_SHOOT freeze_user_attack(id) #endif #if defined WHEN_HITED_CANT_MOVE if (is_user_on_ground(id)) { // 設定讓被能量球所影響的人類玩家無法移動. (即是設定向量大小為0.0 ,速度為1.0 ,重力為 999999.9) set_pev(id, pev_velocity, Float:{0.0,0.0,0.0}) // stop motion set_pev(id, pev_maxspeed, 1.0) // prevent from moving set_pev(id, pev_gravity, 999999.9) // set really high } #endif if (current_time >= effect_over_time[id]) { #if defined WHEN_HITED_CANT_MOVE set_pev(id, pev_gravity, get_cvar_float("zp_human_gravity")) #endif effect_started[id] = false } } if (touched_energyball[id]) { // 設定當玩家被能量球擊中時,必需經過0.2秒後再被擊中時,才會再判定擊中為有效. if (current_time - touch_energyball_time[id] >= 0.2) { touched_energyball[id] = false } } } return FMRES_IGNORED; } freeze_user_attack(id) { static weap_id weap_id = get_user_weapon(id) static weap_name[32] get_weaponname(weap_id, weap_name, charsmax(weap_name)) static weap_ent weap_ent = fm_find_ent_by_owner(-1, weap_name, id) if (get_weapon_next_pri_attack(weap_ent) <= 0.1) set_weapon_next_pri_attack(weap_ent, 1.0) if (get_weapon_next_sec_attack(weap_ent) <= 0.1) set_weapon_next_sec_attack(weap_ent, 1.0) if (weap_id == CSW_XM1014 || weap_id == CSW_M3) { if (get_weapon_idle_time(weap_ent) <= 0.1) set_weapon_idle_time(weap_ent, 1.0) } } public fw_Touch(ptr, ptd) { if (!pev_valid(ptr)) return FMRES_IGNORED; static classname[32] pev(ptr, pev_classname, classname, 31) if (!equal(classname, "EnergyBall_Ent")) return FMRES_IGNORED; static owner owner = pev(ptr, pev_iuser1) static Float:ent_origin[3] pev(ptr, pev_origin, ent_origin) static sound_index sound_index = random_num(0, sizeof EnergyBall_Touch_Sound -1) engfunc(EngFunc_EmitSound, ptr, CHAN_VOICE, EnergyBall_Touch_Sound[sound_index], VOL_NORM, ATTN_NORM, 0, PITCH_NORM) static ent_speed ent_speed = pev(ptr, pev_iuser4) - EnergyBall_Deduct_Speed set_pev(ptr, pev_iuser4, ent_speed) pev(ptd, pev_classname, classname, 31) if (equal(classname, "EnergyBall_Ent")) { set_pev(ptr, pev_iuser2, 1) } else if ((1 <= ptd <= 32) && is_user_alive(ptd) && !touched_energyball[ptd]) { #if !(defined HITED_ZOMBIE_KNOCKBACK) if (zp_get_user_zombie(ptd)) return FMRES_IGNORED; #endif if (round_end) return FMRES_IGNORED; touched_energyball[ptd] = true touch_energyball_time[ptd] = current_time static Float:origin[3], Float:velocity1[3], Float:velocity2[3] pev(ptd, pev_origin, origin) pev(ptd, pev_velocity, velocity1) particle_burst_effect(origin) velocity2[0] = origin[0] - ent_origin[0] velocity2[1] = origin[1] - ent_origin[1] velocity2[2] = origin[2] - ent_origin[2] static Float:speed speed = vector_length(velocity2) //將被擊飛的速度減去碰到身體重力大約會受到的阻力來計算.(這裏是設定成 800.0) speed = floatmax(float(ent_speed) - 800.0, 0.0) / (speed > 0.0 ? speed : 1.0) xs_vec_mul_scalar(velocity2, speed, velocity2) xs_vec_sub(velocity2, velocity1, velocity2) speed = vector_length(velocity2) if (speed > 800.0) xs_vec_mul_scalar(velocity2, (800.0 / speed), velocity2) //設定限被擊飛的向量速度不可超過800.0 // 檢查被擊飛的垂直向量,不可超過一個數值,不然會造成人物直接死亡,這個和CS重力有關. // 這裏是設定成 向上不可超過 800.0 ,向下不可超過 -200.0 ,主要是向下的向量太大接觸地面時會造成人物直接死亡. floatclamp(velocity2[2], -200.0, 800.0) set_pev(ptd, pev_velocity, velocity2) if (!zp_get_user_zombie(ptd)) { if (fm_get_user_godmode(ptd) || get_user_godmode(ptd)) return FMRES_IGNORED; PlaySound(ptd, EnergyBall_Hit_Pain_Sound) screen_shake(ptd, 6, 1, 5) screen_fade(ptd, 0.2, 220, 0, 0, 150) #if defined WHEN_HITED_DROP_WEAPON // 設定人類玩家掉落手上正在用的槍,當在很近的矩離被能量球擊中時.(若是倖存者,則不會掉槍) if (!zp_get_user_survivor(ptd)) { static EnergyBall_fly_time EnergyBall_fly_time = pev(ptr, pev_iuser3) if (EnergyBall_fly_time <= 10) drop_current_weapon(ptd) } #endif static damage damage = get_pcvar_num(g_damage) if (zp_get_user_survivor(ptd)) damage = floatround(float(damage) * Damage_Survivor_Multiplier) damage_human_user(owner, ptd, damage, (4.0 /5.0), DMG_BLAST, "EnergyBall") } } return FMRES_IGNORED; } damage_human_user(attacker, victim, damage, Float:damage_armor_rate, damage_type, weapon[]) { new health = get_user_health(victim) new armor = get_user_armor(victim) // damage_armor_rate = 對人類護甲造成傷害的乘數. (護甲傷害值 = 總傷害值 * 乘數) new damage_armor = floatround(float(damage) * damage_armor_rate) // 計算扣除護甲傷害值後,剩下對血量所造成的傷害值.(這是模擬護甲防護的效果) if (damage_armor > 0 && armor > 0) { if (armor > damage_armor) { damage -= damage_armor fm_set_user_armor(victim, armor - damage_armor) } else { damage -= armor fm_set_user_armor(victim, 0) } } if (damage > 0) { if (health > damage) { set_user_takedamage(victim, damage, damage_type) effect_started[victim] = false be_hited[victim] = true be_hit_check_time[victim] = current_time + 1.0 //設定被能量球擊中後,延遲1.0秒才會對被擊中的目標發生影響. } else { new frags = get_user_frags(attacker) #if defined WHEN_DAMAGE_OVER_HEALTH_INFECT // 只有在感染的模回合模式中,且不是在最後一個人類或是倖存者的情況下,才會被感染變成喪屍. if (is_infect_round && !(zp_get_user_last_human(victim) || zp_get_user_survivor(victim))) { if (zp_infect_user(victim, 0)) { new weapon_string[64] format(weapon_string, charsmax(weapon_string), "%s (Infect)", weapon) SendDeathMsg(attacker, victim, 1, weapon_string) cs_set_user_deaths(victim, get_user_deaths(victim) + 1) } else { set_msg_block(g_msgDeathMsg, BLOCK_SET) ExecuteHamB(Ham_Killed, victim, attacker, 0) set_msg_block(g_msgDeathMsg, BLOCK_NOT) SendDeathMsg(attacker, victim, 0, weapon) } } else { #endif set_msg_block(g_msgDeathMsg, BLOCK_SET) ExecuteHamB(Ham_Killed, victim, attacker, 0) set_msg_block(g_msgDeathMsg, BLOCK_NOT) SendDeathMsg(attacker, victim, 0, weapon) #if defined WHEN_DAMAGE_OVER_HEALTH_INFECT } #endif fm_set_user_frags(attacker, frags + 1) zp_set_user_ammo_packs(attacker, zp_get_user_ammo_packs(attacker) + 1) FixDeadAttrib(victim, (is_user_alive(victim) ? 0 : 1)) Update_ScoreInfo(victim, get_user_frags(victim), get_user_deaths(victim)) FixDeadAttrib(attacker, (is_user_alive(attacker) ? 0 : 1)) Update_ScoreInfo(attacker, get_user_frags(attacker), get_user_deaths(attacker)) /* new k_name[32], v_name[32], k_authid[32], v_authid[32], k_team[10], v_team[10] get_user_name(attacker, k_name, charsmax(k_name)) get_user_team(attacker, k_team, charsmax(k_team)) get_user_authid(attacker, k_authid, charsmax(k_authid)) get_user_name(victim, v_name, charsmax(v_name)) get_user_team(victim, v_team, charsmax(v_team)) get_user_authid(victim, v_authid, charsmax(v_authid)) log_message("^"%s<%d><%s><%s>^" killed ^"%s<%d><%s><%s>^" with ^"%s^"", k_name, get_user_userid(attacker), k_authid, k_team, v_name, get_user_userid(victim), v_authid, v_team, weapon) */ } } } public fw_StartFrame() { current_time = get_gametime() static Float:next_check_time, id if (current_time < next_check_time) return FMRES_IGNORED; else next_check_time = current_time + 0.1 #if defined HAVE_DYNAMIC_LIGHT_EFFECT static Float:origin[3] #endif for (id = 1; id <= maxplayers; id++) { if (!is_user_alive(id) || !zp_get_user_zombie(id) || zp_get_user_zombie_class(id) != g_zclass_energyball) continue; if (make_energyball[id]) { #if defined HAVE_DYNAMIC_LIGHT_EFFECT pev(id, pev_origin, origin) // 當喪屍正在聚集能量球時,身體所發出的光環效果. create_dynamic_light(origin, 15, 127, 255, 212, 2) #endif // 播放聚集能量球時的音效,這裏是設定每隔1.0秒播放一次. if (current_time > next_play_sound_time[id]) { engfunc(EngFunc_EmitSound, id, CHAN_VOICE, EnergyBall_Make_Sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM) next_play_sound_time[id] = current_time + 1.0 } } else if (have_energyball[id]) { #if defined HAVE_DYNAMIC_LIGHT_EFFECT pev(id, pev_origin, origin) // 當喪屍已經聚集好能量球時,身體所發出的光環效果. create_dynamic_light(origin, 15, 244, 102, 255, 2) #endif fm_set_weaponmodel_ent(id, EnergyBall_P_Model) if (pev_valid(g_ent_weaponmodel[id])) { fm_set_rendering(g_ent_weaponmodel[id], kRenderFxGlowShell, 224, 102, 255, kRenderNormal, 255) } } if (!have_energyball[id]) { fm_remove_weaponmodel_ent(id) } } return FMRES_IGNORED; } #if defined WHEN_DAMAGE_MAKE_FAIL public fw_TakeDamage(victim, inflictor, attacker, Float:damage, damage_type) { if (victim == attacker || !is_user_connected(attacker)) return HAM_IGNORED; if (!zp_get_user_zombie(victim) || zp_get_user_zombie(attacker)) return HAM_IGNORED; if (zp_get_user_zombie_class(victim) != g_zclass_energyball || zp_get_user_nemesis(victim)) return HAM_IGNORED; if (!(damage_type & DMG_BULLET)) return HAM_IGNORED; if (!make_energyball[victim] && !have_energyball[victim]) { get_attack_damage[victim] = 0.0 return HAM_IGNORED; } if (current_time > damage_check_time[victim]) { get_attack_damage[victim] = 0.0 damage_check_time[victim] = current_time + Damage_Check_Time_Range } get_attack_damage[victim] += damage if (get_attack_damage[victim] >= Get_Amount_Of_Damage) { get_attack_damage[victim] = 0.0 damage_check_time[victim] = current_time + Damage_Check_Time_Range check_step[victim] = 1 step_started[victim] = false make_energyball[victim] = false have_energyball[victim] = false //set_user_weapon_attack_time(id, 0.0) } return HAM_IGNORED; } #endif public shoot_energyball(id) { if (!is_user_alive(id) || !zp_get_user_zombie(id) || zp_get_user_zombie_class(id) != g_zclass_energyball) return; new dist = get_forward_view_dist(id) if (dist < Short_Dist_Cant_Shoot) //當正前方視角多少距離內若有障礙物時,則無法射出能量球. return; SendWeaponAnim(id, 7) fm_remove_weaponmodel_ent(id) new Float:origin[3], Float:vector[3] pev(id, pev_origin, origin) velocity_by_aim(id, 45, vector) xs_vec_add(origin, vector, origin) new Float:angles[3] pev(id, pev_angles, angles) new ent = create_entity_object2("EnergyBall_Ent", SOLID_BBOX, MOVETYPE_BOUNCEMISSILE, 1, EnergyBall_W_Model, Float:{ 20.0, 20.0, 20.0 }, angles, origin) if (ent == -1) return; new Float:speed = vector_length(vector) speed = get_pcvar_float(g_speed) / (speed > 0.0 ? speed : 1.0) xs_vec_mul_scalar(vector, speed, vector) speed = vector_length(vector) set_pev(ent, pev_iuser4, floatround(speed)) //記錄能量球的飛行速度 set_pev(ent, pev_iuser3, 0) //記錄能量球的飛行時間(單位:0.1s) set_pev(ent, pev_iuser2, 0) //記錄能量球是否有和另一個能量球互相碰撞過 set_pev(ent, pev_iuser1, id) //記錄能量球發射者的ID set_pev(ent, pev_velocity, vector) fm_set_rendering(ent, kRenderFxGlowShell, 224, 102, 255, kRenderNormal, 255) engfunc(EngFunc_EmitSound, id, CHAN_VOICE, EnergyBall_Shoot_Sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM) create_beam_follow(ent, 224, 102, 255, 200) new param[4] param[0] = ent param[1] = 100 //設定能量球的最長飛行時間(單位:0.1s) param[2] = 3 //設定隔多少時間,重設定一次能量球的向量速度(單位:0.1s) param[3] = 0 //記錄能量球的卡住狀態的連續次數 (若是卡住情況連續太多次,則設定讓能量球爆炸) set_task(1.0, "energyball_fly", Task_ID_1, param, 4) if (get_pcvar_num(g_shoot_times) != 0) { energyball_num[id]-- if (energyball_num[id] > 0) ChatColor(id, "!g[ZP] !y%L",id, "TESLA_INFO4", energyball_num[id]) else ChatColor(id, "!g[ZP] !y%L",id, "TESLA_ALL_ENERGY") } cooldown_started[id] = true cooldown_over_time[id] = current_time + get_pcvar_float(g_cooldown) } public energyball_fly(param[4]) { new ent = param[0] if (!pev_valid(ent)) return; if (round_end) { if (pev_valid(ent)) { //kill_beam(ent) engfunc(EngFunc_RemoveEntity, ent) } return; } // 設定能量球的飛行拖尾效果 kill_beam(ent) create_beam_follow(ent, 224, 102, 255, 200) // 取得能量球目前的向量和速度 new Float:velocity[3] pev(ent, pev_velocity, velocity) new Float:speed = vector_length(velocity) // 取得能量球目前的位置座標 new Float:origin[3] pev(ent, pev_origin, origin) // 設定記錄能量球的飛行時間. new EnergyBall_fly_time = pev(ent, pev_iuser3) set_pev(ent, pev_iuser3, EnergyBall_fly_time + 1) // 取得能量球是否有和另一顆能量球碰撞過的狀態. new touch_EnergyBall = pev(ent, pev_iuser2) // 當能量球有卡住情況時,則開始累計次數;但如果有解除卡住的情況時,則將已累計次數歸零. if (is_ent_stuck(ent)) param[3]++ else param[3] = 0 // 當最長可飛行時間結束時,或是和另一個能量球碰撞過,或是連續卡住超過5次計數,或是速度小於20時,則設定讓能量球爆炸. if (param[1] <= 0 || touch_EnergyBall || param[3] >= 5 || speed <= 20.0) { set_pev(ent, pev_velocity, { 0.0, 0.0, 0.0 }) create_explo2(origin) create_blast_effect(origin, 224, 102, 255, 200, get_pcvar_float(g_explosion_range)) if (!round_end) search_in_range_target(origin) if (pev_valid(ent)) engfunc(EngFunc_RemoveEntity, ent) return; } // 重新設定能量球的向量速度 if (param[2] <= 0) { new set_speed = pev(ent, pev_iuser4) speed = float(set_speed) / (speed > 0.0 ? speed : 1.0) xs_vec_mul_scalar(velocity, speed, velocity) set_pev(ent, pev_velocity, velocity) param[2] = 3 } param[2]-- param[1]-- set_task(0.1, "energyball_fly", Task_ID_1, param, 4) } public search_in_range_target(Float:origin[3]) { new i, Float:target_origin[3], Float:dist for (i = 1; i <= maxplayers; i++) { if (!is_user_alive(i) || zp_get_user_zombie(i)) continue; if (fm_get_user_godmode(i) || get_user_godmode(i)) continue; pev(i, pev_origin, target_origin) dist = get_distance_f(origin, target_origin) if (dist > get_pcvar_float(g_explosion_range)) continue; //screen_fade(i, 0.2, 224, 102, 255, 150) screen_fade(i, 0.2, 122, 55, 139, 150) be_hited[i] = true be_hit_check_time[i] = current_time } } public zp_user_humanized_post(id) { fm_remove_weaponmodel_ent(id) reset_cvars(id) } #if defined WHEN_DAMAGE_OVER_HEALTH_INFECT public zp_round_started(gamemode, id) { is_infect_round = (gamemode == MODE_INFECTION || gamemode == MODE_MULTI) } #endif public logevent_round_end() { round_end = true } public client_connect(id) { reset_cvars(id) } public client_disconnect(id) { fm_remove_weaponmodel_ent(id) reset_cvars(id) } public NewRound(id) { fm_remove_weaponmodel_ent(id) reset_cvars(id) } public Death() { new id = read_data(2) if (!(1 <= id <= maxplayers)) return; fm_remove_weaponmodel_ent(id) reset_cvars(id) } public event_round_start() { round_end = false remove_energyball() #if defined WHEN_DAMAGE_OVER_HEALTH_INFECT is_infect_round = false #endif } public reset_cvars(id) { energyball_num[id] = get_pcvar_num(g_shoot_times) check_step[id] = 1 step_started[id] = false step_check_time[id] = 0.0 make_energyball[id] = false have_energyball[id] = false cooldown_started[id] = false cooldown_over_time[id] = 0.0 be_hited[id] = false be_hit_check_time[id] = 0.0 effect_started[id] = false effect_over_time[id] = 0.0 touched_energyball[id] = false touch_energyball_time[id] = 0.0 g_ent_weaponmodel[id] = 0 } public remove_energyball() { new ent = fm_find_ent_by_class(-1, "EnergyBall_Ent") while(ent) { engfunc(EngFunc_RemoveEntity, ent) ent = fm_find_ent_by_class(ent, "EnergyBall_Ent") } } stock create_entity_object2(const classname[], solid, movetype, sequence, const model[], Float:size[3], Float:angles[3], Float:origin[3]) { // Create entity new ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target")) if (!pev_valid(ent)) return -1; // Set entity status set_pev(ent, pev_classname, classname) set_pev(ent, pev_solid, solid) set_pev(ent, pev_movetype, movetype) set_pev(ent, pev_sequence, sequence) // Set entity size new Float:half_size[3], Float:mins[3], Float:maxs[3] half_size[0] = size[0] / 2.0 half_size[1] = size[1] / 2.0 half_size[2] = size[2] / 2.0 mins[0] = 0.0 - half_size[0] mins[1] = 0.0 - half_size[1] mins[2] = 0.0 - half_size[2] maxs[0] = half_size[0] maxs[1] = half_size[1] maxs[2] = half_size[2] engfunc(EngFunc_SetSize, ent, mins, maxs) // Set entity angles set_pev(ent, pev_angles, angles) // Set entity model if (strlen(model) > 0) engfunc(EngFunc_SetModel, ent, model) // Set entity origin set_pev(ent, pev_origin, origin) return ent; } stock get_forward_view_dist(id) { new iOrigin1[3], iOrigin2[3] get_user_origin(id, iOrigin1, 0) get_user_origin(id, iOrigin2, 3) new dist = get_distance(iOrigin1, iOrigin2) return dist; } stock fm_set_rendering(entity, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16) { static Float:color[3] color[0] = float(r) color[1] = float(g) color[2] = float(b) set_pev(entity, pev_renderfx, fx) set_pev(entity, pev_rendercolor, color) set_pev(entity, pev_rendermode, render) set_pev(entity, pev_renderamt, float(amount)) } stock fm_set_user_armor(index, armor) { set_pev(index, pev_armorvalue, float(armor)); return 1; } stock fm_set_user_health(index, health) { health > 0 ? set_pev(index, pev_health, float(health)) : dllfunc(DLLFunc_ClientKill, index); return 1; } stock set_user_takedamage(index, damage, damage_type) { new Float:origin[3], iOrigin[3] pev(index, pev_origin, origin) FVecIVec(origin, iOrigin) message_begin(MSG_ONE, g_msgDamage, _, index) write_byte(21) // damage save write_byte(20) // damage take write_long(damage_type) // damage type write_coord(iOrigin[0]) // position.x write_coord(iOrigin[1]) // position.y write_coord(iOrigin[2]) // position.z message_end() fm_set_user_health(index, max(get_user_health(index) - damage, 0)) } stock fm_set_user_frags(index, frags) { set_pev(index, pev_frags, float(frags)); return 1; } stock is_user_on_ground(index) { if (pev(index, pev_flags) & FL_ONGROUND) return true; return false; } stock is_ent_stuck(ent) { static Float:originF[3] pev(ent, pev_origin, originF) engfunc(EngFunc_TraceHull, originF, originF, 0, HULL_HEAD, ent, 0) if (get_tr2(0, TR_StartSolid) || get_tr2(0, TR_AllSolid) || !get_tr2(0, TR_InOpen)) return true; return false; } stock Float:get_weapon_next_pri_attack(entity) { return get_pdata_float(entity, OFFSET_flNextPrimaryAttack, OFFSET_LINUX_WEAPONS) } stock set_weapon_next_pri_attack(entity, Float:time) { set_pdata_float(entity, OFFSET_flNextPrimaryAttack, time, OFFSET_LINUX_WEAPONS) } stock Float:get_weapon_next_sec_attack(entity) { return get_pdata_float(entity, OFFSET_flNextSecondaryAttack, OFFSET_LINUX_WEAPONS) } stock set_weapon_next_sec_attack(entity, Float:time) { set_pdata_float(entity, OFFSET_flNextSecondaryAttack, time, OFFSET_LINUX_WEAPONS) } stock Float:get_weapon_idle_time(entity) { return get_pdata_float(entity, OFFSET_flTimeWeaponIdle, OFFSET_LINUX_WEAPONS) } stock set_weapon_idle_time(entity, Float:time) { set_pdata_float(entity, OFFSET_flTimeWeaponIdle, time, OFFSET_LINUX_WEAPONS) } stock fm_find_ent_by_owner(entity, const classname[], owner) { while ((entity = engfunc(EngFunc_FindEntityByString, entity, "classname", classname)) && (pev(entity, pev_owner) != owner)) {} return entity; } stock fm_find_ent_by_class(index, const classname[]) { return engfunc(EngFunc_FindEntityByString, index, "classname", classname) } #if defined WHEN_HITED_DROP_WEAPON stock drop_current_weapon(id) { static weapon_id, clip, ammo weapon_id = get_user_weapon(id, clip, ammo) if (((1<