• Гость, перед открытием темы прочитай описание раздела, чтобы не ошибиться. Любые вопросы по настройке сервера создаются в разделе Технической Поддержки.

Помощь Ограничения для хантера

Sanya_Beliy

Участник
Сообщения
1
Симпатии
0
Баллы
12
#1
Привет, скачал плагин zp_zclass_real_hunter
Но вот незадача, сам плагин работает, всё оки, проблема в том, что немезида и ассасин могут использовать эту способность.
Как сделать ограничения для хантера или как сделать так, чтобы способность мог использовать исключительно хантер?

Вот исходник собственно
/*================================================================================

-----------------------------------
-*- [ZP] Real Hunter L4D -*-
-----------------------------------

~~~~~~~~~~~~~~~
- Description -
~~~~~~~~~~~~~~~

This zombie has long jumps as well as the popular game L4D2
Well, this time the skill is good and better,
to jump you have to press Ctrl + E and look where you want to jump.
by Re.Act!ve
================================================================================*/

#include <amxmodx>
#include <fakemeta>
#include <cstrike>
#include <zombieplague>

/*================================================================================
[Customizations]
=================================================================================*/

// Zombie Attributes
new const zclass_name[] = "Real Hunter"
new const zclass_info[] = "Speed & Ability"
new const zclass_model[] = "hunterv2_zp"
new const zclass_clawmodel[] = "v_knife_zombie_hunter.mdl"

const zclass_health = 1200
const zclass_speed = 292

const Float:zclass_gravity = 0.65
const Float:zclass_knockback = 1.0

new const leap_sound[] = { "zombie_plague/hunter_jump.wav" }
#define fm_get_user_button(%1) pev(%1, pev_button)
#define fm_get_entity_flags(%1) pev(%1, pev_flags)
#define STR_T 32
/*================================================================================
Customization ends here!
Any edits will be your responsibility
=================================================================================*/

// Variables
new g_hunter

// Arrays
new Float:g_lastleaptime[33], Float:g_wall_time[33]

// Cvar pointers
new cvar_force, cvar_cooldown, cvar_wall, g_wall_climb[33]
new Float:g_wallorigin[33][3]
// Plugin info.
#define PLUG_VERSION "0.1"
#define PLUG_AUTHOR "DJHD! & Re.Act!ve"

/*================================================================================
[Init, CFG and Precache]
=================================================================================*/

public plugin_precache()
{
// Register the new class and store ID for reference
g_hunter = zp_register_zombie_class(zclass_name, zclass_info, zclass_model, zclass_clawmodel, zclass_health, zclass_speed, zclass_gravity, zclass_knockback)

// Sound
precache_sound(leap_sound)
}

public plugin_init()
{
// Plugin Info
register_plugin("[ZP] Zombie Class: Hunter L4D", PLUG_VERSION, PLUG_AUTHOR)

// Forward
register_forward(FM_PlayerPreThink, "fw_PlayerPreThink")
register_forward(FM_Touch, "fwd_touch")

// Cvars
cvar_force = register_cvar("zp_hunter_jump_force","600")
cvar_cooldown = register_cvar("zp_hunter_jump_cooldown","3.5")
cvar_wall = register_cvar("zp_hunter_jump_wall_time","4.5")

static szCvar[30]
formatex(szCvar, charsmax(szCvar), "v%s by %s", PLUG_VERSION, PLUG_AUTHOR)
register_cvar("zp_zclass_hunterl4d2", szCvar, FCVAR_SERVER|FCVAR_SPONLY)
}

/*================================================================================
[Zombie Plague Forwards]
=================================================================================*/

public zp_user_infected_post(id, infector)
{
// It's the selected zombie class
if(zp_get_user_zombie_class(id) == g_hunter && !zp_get_user_nemesis(id))
{
// Message
client_print(id, print_chat, "[ZP] Чтобы прыгнуть, присядьте и нажмите ^"E^"")
client_print(id, print_chat, "[ZP] Затем вы можете несколько секунд лезть по стене с нажатой клавишой Присесть")
}
}

/*================================================================================
[Main Forwards]
=================================================================================*/

public fw_PlayerPreThink(id)
{
if (!is_user_alive(id))
return

if(is_user_connected(id))
{
if (allowed_hunterjump(id))
{
static Float:velocity[3]
velocity_by_aim(id, get_pcvar_num(cvar_force), velocity)
set_pev(id, pev_velocity, velocity)
emit_sound(id, CHAN_STREAM, leap_sound, 1.0, ATTN_NORM, 0, PITCH_HIGH )
g_wall_time[id] = get_gametime();
g_wall_climb[id] = get_pcvar_num(cvar_wall);
// Set the current leap time
g_lastleaptime[id] = get_gametime()
if(task_exists(id)) remove_task(id);
set_task(1.0, "ShowHUDstealthes", id, _, _, "a", g_wall_climb[id])
}
else
{
new button = fm_get_user_button(id)
if((button & IN_DUCK) && (zp_get_user_zombie_class(id) == g_hunter) && (get_gametime() - g_lastleaptime[id]> 0.7))
wallclimb(id, button)
}
}
}

public ShowHUDstealthes(id)
{
if(is_user_alive(id))
{
g_wall_climb[id] = g_wall_climb[id] - 1;
set_hudmessage(200, 100, 0, 0.75, 0.92, 0, 1.0, 1.1, 0.0, 0.0, -1)
show_hudmessage(id, "Время цепкости к стене: %d сек",g_wall_climb[id])

}else{
remove_task(id)
}
}

public fwd_touch(id, world)
{
if(!is_user_alive(id))
return FMRES_IGNORED
new player = STR_T
if (!player)
return FMRES_IGNORED

new classname[STR_T]
pev(world, pev_classname, classname, (STR_T))

if(equal(classname, "worldspawn") || equal(classname, "func_wall") || equal(classname, "func_breakable"))
pev(id, pev_origin, g_wallorigin[id])

return FMRES_IGNORED
}


/*================================================================================
[Internal Functions]
=================================================================================*/

allowed_hunterjump(id)
{
if (!zp_get_user_zombie(id) && !zp_get_user_nemesis(id))
return false

if (zp_get_user_zombie_class(id) != g_hunter)
return false

static buttons
buttons = pev(id, pev_button)

// Not doing a longjump (added bot support)
if (!(buttons & IN_USE) || !(buttons & IN_DUCK))
return false

static Float:cooldown
cooldown = get_pcvar_float(cvar_cooldown)

if (get_gametime() - g_lastleaptime[id] < cooldown)
return false

return true
}

public wallclimb(id, button)
{
static Float:eek:rigin[3], Float:time
pev(id, pev_origin, origin)
time = get_pcvar_float(cvar_wall)

if(get_gametime() - g_wall_time[id] > time)
return FMRES_IGNORED

if(get_distance_f(origin, g_wallorigin[id]) > 20.0)
return FMRES_IGNORED // if not near wall

if(fm_get_entity_flags(id) & FL_ONGROUND)
return FMRES_IGNORED

if(button & IN_FORWARD)
{
static Float:velocity[3]
velocity_by_aim(id, 120, velocity)
fm_set_user_velocity(id, velocity)
}
else if(button & IN_BACK)
{
static Float:velocity[3]
velocity_by_aim(id, -120, velocity)
fm_set_user_velocity(id, velocity)
}
else
{
static Float:velocity[3]
velocity_by_aim(id, 0, velocity)
fm_set_user_velocity(id, velocity)
}

return FMRES_IGNORED
}

stock fm_set_user_velocity(entity, const Float:vector[3]) {
set_pev(entity, pev_velocity, vector);

return 1;
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\ rtf1\ ansi\ deff0{\ fonttbl{\ f0\ fnil Tahoma;}}n\ viewkind4\ uc1\ pard\ lang13322\ f0\ fs16 n\ par }
*/
 
Плагины AMX
zp_zclass_real_hunter
Версия Build
version
Protocol version 48
Exe version 1.1.2.7/Stdio (cstrike)
ReHLDS version: 3.12.0.780-dev
Build date: 16:20:56 Sep 19 2022 (3082)
Build from: https://github.com/dreamstalker/rehlds/commit/d6ebe82
Сверху