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A legtöbb felhasználó (1565 fő) 2020.11.21. 11:26-kor tartózkodott itt.

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Új téma nyitása  Hozzászólás a témához  [ 1 hozzászólás ] 
Szerző Üzenet
 Hozzászólás témája: Fegyó
HozzászólásElküldve: 2012.11.25. 17:17 
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Csatlakozott: 2013.01.01. 17:48
Hozzászólások: 2441
Megköszönt másnak: 18 alkalommal
Megköszönték neki: 21 alkalommal
Hi!

Erre a fegyóra 97Mb-s error logot generál,és kifagyasztja a szerót. Error log:
[AMXX] Displaying debug trace (plugin "zp_reinbow.amxx")
L 11/25/2012 - 17:20:16: [AMXX] Run time error 4: index out of bounds
L 11/25/2012 - 17:20:16: [AMXX] [0] zp_reinbow.sma::replace_weapon_models (line 247)
L 11/25/2012 - 17:20:16: [AMXX] [1] zp_reinbow.sma::fw_Item_Deploy_Post (line 212)
L 11/25/2012 - 17:20:26: [AMXX] Displaying debug trace (plugin "zp_reinbow.amxx")
L 11/25/2012 - 17:20:26: [AMXX] Run time error 4: index out of bounds
L 11/25/2012 - 17:20:26: [AMXX] [0]

SMA:
SMA Forráskód: [ Mindet kijelol ]
  1. #include <amxmodx>
  2. #include <engine>
  3. #include <fakemeta>
  4. #include <fakemeta_util>
  5. #include <fun>
  6. #include <hamsandwich>
  7. #include <xs>
  8. #include <cstrike>
  9.  
  10. #define ENG_NULLENT -1
  11. #define EV_INT_WEAPONKEY EV_INT_impulse
  12. #define reinbow_WEAPONKEY 91421
  13. #define MAX_PLAYERS 32
  14. #define IsValidUser(%1) (1 <= %1 <= g_MaxPlayers)
  15.  
  16. const USE_STOPPED = 0
  17. const OFFSET_ACTIVE_ITEM = 373
  18. const OFFSET_WEAPONOWNER = 41
  19. const OFFSET_LINUX = 5
  20. const OFFSET_LINUX_WEAPONS = 5
  21.  
  22. #define WEAP_LINUX_XTRA_OFF 4
  23. #define m_fKnown 44
  24. #define m_flNextPrimaryAttack 46
  25. #define m_flTimeWeaponIdle 48
  26. #define m_iClip 51
  27. #define m_fInReload 54
  28. #define PLAYER_LINUX_XTRA_OFF 5
  29. #define m_flNextAttack 83
  30.  
  31. #define weapon_rainbowgun "weapon_m3"
  32. #define CSW_RAINBOWGUN CSW_M3
  33.  
  34. new Float:g_last_postframe[33]
  35.  
  36. const PRIMARY_WEAPONS_BIT_SUM = (1<<CSW_SCOUT)|(1<<CSW_XM1014)|(1<<CSW_P90)|(1<<CSW_P90)|(1<<CSW_P90)|(1<<CSW_SG550)|(1<<CSW_P90)|(1<<CSW_FAMAS)|(1<<CSW_AWP)|(1<<CSW_P90)|(1<<CSW_M249)|(1<<CSW_M3)|(1<<CSW_M4A1)|(1<<CSW_TMP)|(1<<CSW_M3)|(1<<CSW_P90)|(1<<CSW_AK47)|(1<<CSW_P90)
  37. new const WEAPONENTNAMES[][] = { "", "weapon_p228", "", "weapon_scout", "weapon_hegrenade", "weapon_xm1014", "weapon_c4", "weapon_p90",
  38. "weapon_p90", "weapon_smokegrenade", "weapon_elite", "weapon_fiveseven", "weapon_p90", "weapon_sg550",
  39. "weapon_p90", "weapon_famas", "weapon_usp", "weapon_glock18", "weapon_awp", "weapon_p90", "weapon_m249",
  40. "weapon_m3", "weapon_m4a1", "weapon_tmp", "weapon_m3", "weapon_flashbang", "weapon_deagle", "weapon_p90",
  41. "weapon_ak47", "weapon_knife", "weapon_p90" }
  42.  
  43. new const Fire_Sounds[][] = { "weapons/rainbowgun-2.wav" }
  44.  
  45.  
  46. new reinbow_V_MODEL[64] = "models/v_rainbowgun.mdl"
  47. new reinbow_P_MODEL[64] = "models/p_rainbowgun.mdl"
  48. new reinbow_W_MODEL[64] = "models/w_rainbowgun.mdl"
  49.  
  50.  
  51. new g_bloodspray, g_blood
  52. new cvar_dmg_reinbow, cvar_recoil_reinbow, cvar_clip_reinbow, cvar_reinbow_ammo, cvar_spd_reinbow
  53. new g_has_reinbow[33]
  54. new g_MaxPlayers, g_orig_event_reinbow, g_clip_ammo[33]
  55. new Float:cl_pushangle[MAX_PLAYERS + 1][3]
  56. new g_itemid
  57. public plugin_init()
  58. {
  59. register_plugin("Reinbow Gun", "1.3", "Strax")
  60. register_message(get_user_msgid("DeathMsg"), "message_DeathMsg")
  61. register_event("CurWeapon","CurrentWeapon","be","1=1")
  62. RegisterHam(Ham_Item_AddToPlayer, "weapon_m3", "ReinbowAddToPlayer")
  63. RegisterHam(Ham_Use, "func_tank", "fw_UseStationary_Post", 1)
  64. RegisterHam(Ham_Use, "func_tankmortar", "fw_UseStationary_Post", 1)
  65. RegisterHam(Ham_Use, "func_tankrocket", "fw_UseStationary_Post", 1)
  66. RegisterHam(Ham_Use, "func_tanklaser", "fw_UseStationary_Post", 1)
  67. RegisterHam(Ham_TraceAttack, "worldspawn", "TraceAttack", 1)
  68. RegisterHam(Ham_TraceAttack, "player", "TraceAttack", 1)
  69. for (new i = 1; i < sizeof WEAPONENTNAMES; i++)
  70. if (WEAPONENTNAMES[i][0]) RegisterHam(Ham_Item_Deploy, WEAPONENTNAMES[i], "fw_Item_Deploy_Post", 1)
  71. RegisterHam(Ham_Weapon_PrimaryAttack, "weapon_m3", "PrimaryAttack")
  72. RegisterHam(Ham_Weapon_PrimaryAttack, "weapon_m3", "PrimaryAttack_Post", 1)
  73. RegisterHam(Ham_Item_PostFrame, "weapon_m3", "reload");
  74. RegisterHam(Ham_TakeDamage, "player", "takedmg")
  75. register_forward(FM_SetModel, "modelka")
  76. register_forward(FM_UpdateClientData, "client_data_post", 1)
  77. register_forward(FM_PlaybackEvent, "PlaybackEvent")
  78. register_forward(FM_CmdStart, "CmdStart")
  79.  
  80.  
  81. cvar_dmg_reinbow = register_cvar("reinbow_dmg", "1.5")
  82. cvar_recoil_reinbow = register_cvar("reinbow_recoil", "0.1")
  83. cvar_clip_reinbow = register_cvar("reinbow_clip", "8")
  84. cvar_reinbow_ammo = register_cvar("reinbow_ammo", "8")
  85. cvar_spd_reinbow = register_cvar("reinbow_spd", "0.7")
  86. g_MaxPlayers = get_maxplayers()
  87. }
  88.  
  89. public plugin_precache()
  90. {
  91. precache_model(reinbow_V_MODEL)
  92. precache_model(reinbow_P_MODEL)
  93. precache_model(reinbow_W_MODEL)
  94.  
  95.  
  96. precache_sound("weapons/rainbowgun_insert.wav")
  97. precache_sound("weapons/rainbowgun_draw.wav")
  98. precache_sound("weapons/rainbowgun_after_reload.wav")
  99. precache_sound("weapons/rainbowgun_draw2.wav")
  100. precache_sound("weapons/rainbowgun_start_reload.wav")
  101. precache_sound("weapons/rainbowgun_shoot.wav")
  102. precache_sound("weapons/rainbowgun-3.wav")
  103. precache_sound(Fire_Sounds[0])
  104. g_blood = precache_model("sprites/blood.spr")
  105. g_bloodspray = precache_model("sprites/bloodspray.spr")
  106. precache_model("sprites/640hud5.spr")
  107. register_forward(FM_PrecacheEvent, "fwPrecacheEvent_Post", 1)
  108. }
  109.  
  110. public adas(id, itemid)
  111. {
  112. if(itemid == g_itemid)
  113. {
  114. give_reinbow(id)
  115. }
  116. }
  117.  
  118. public fwPrecacheEvent_Post(type, const name[])
  119. {
  120. if (equal("events/m3.sc", name))
  121. {
  122. g_orig_event_reinbow = get_orig_retval()
  123. return FMRES_HANDLED
  124. }
  125.  
  126. return FMRES_IGNORED
  127. }
  128.  
  129. public modelka(entity, model[])
  130. {
  131. if(!is_valid_ent(entity))
  132. return FMRES_IGNORED;
  133.  
  134. static szClassName[33]
  135. entity_get_string(entity, EV_SZ_classname, szClassName, charsmax(szClassName))
  136.  
  137. if(!equal(szClassName, "weaponbox"))
  138. return FMRES_IGNORED;
  139.  
  140. static iOwner
  141.  
  142. iOwner = entity_get_edict(entity, EV_ENT_owner)
  143.  
  144. if(equal(model, "models/w_m3.mdl"))
  145. {
  146. static iStoredSVDID
  147.  
  148. iStoredSVDID = find_ent_by_owner(ENG_NULLENT, "weapon_m3", entity)
  149.  
  150. if(!is_valid_ent(iStoredSVDID))
  151. return FMRES_IGNORED;
  152.  
  153. if(g_has_reinbow[iOwner])
  154. {
  155. entity_set_int(iStoredSVDID, EV_INT_WEAPONKEY, reinbow_WEAPONKEY)
  156. g_has_reinbow[iOwner] = false
  157.  
  158. entity_set_model(entity, reinbow_W_MODEL)
  159.  
  160. return FMRES_SUPERCEDE;
  161. }
  162. }
  163.  
  164.  
  165. return FMRES_IGNORED;
  166. }
  167.  
  168. public give_reinbow(id)
  169. {
  170. drop_weapons(id, 1);
  171. new iWep2 = give_item(id,"weapon_m3")
  172. if( iWep2 > 0 )
  173. {
  174. cs_set_weapon_ammo(iWep2, get_pcvar_num(cvar_clip_reinbow))
  175. cs_set_user_bpammo (id, CSW_RAINBOWGUN, get_pcvar_num(cvar_reinbow_ammo))
  176. }
  177. g_has_reinbow[id] = true;
  178. }
  179.  
  180. public ReinbowAddToPlayer(reinbow, id)
  181. {
  182. if(!is_valid_ent(reinbow) || !is_user_connected(id))
  183. return HAM_IGNORED;
  184.  
  185. if(entity_get_int(reinbow, EV_INT_WEAPONKEY) == reinbow_WEAPONKEY)
  186. {
  187. g_has_reinbow[id] = true
  188.  
  189. entity_set_int(reinbow, EV_INT_WEAPONKEY, 0)
  190.  
  191. return HAM_HANDLED;
  192. }
  193.  
  194. return HAM_IGNORED;
  195. }
  196.  
  197. public fw_UseStationary_Post(entity, caller, activator, use_type)
  198. {
  199. if (use_type == USE_STOPPED && is_user_connected(caller))
  200. replace_weapon_models(caller, get_user_weapon(caller))
  201. }
  202.  
  203. public fw_Item_Deploy_Post(weapon_ent)
  204. {
  205. static owner
  206. owner = fm_cs_get_weapon_ent_owner(weapon_ent)
  207.  
  208. static weaponid
  209. weaponid = cs_get_weapon_id(weapon_ent)
  210.  
  211. replace_weapon_models(owner, weaponid)
  212. }
  213.  
  214. public CurrentWeapon(id)
  215. {
  216.  
  217. replace_weapon_models(id, read_data(2))
  218. remove_task(id)
  219. if(read_data(2) != CSW_RAINBOWGUN || !g_has_reinbow[id])
  220. return
  221.  
  222. static Float:iSpeed
  223. if(g_has_reinbow[id])
  224. iSpeed = get_pcvar_float(cvar_spd_reinbow)
  225.  
  226. static weapon[32],Ent
  227. get_weaponname(read_data(2),weapon,31)
  228. Ent = find_ent_by_owner(-1,weapon,id)
  229. if(Ent)
  230. {
  231. static Float:Delay
  232. Delay = get_pdata_float( Ent, 46, 4) * iSpeed
  233. if (Delay > 0.0)
  234. {
  235. set_pdata_float(Ent, 46, Delay, 4)
  236. }
  237. }
  238. }
  239.  
  240. replace_weapon_models(id, weaponid)
  241. {
  242. switch (weaponid)
  243. {
  244. case CSW_RAINBOWGUN:
  245. {
  246. if(g_has_reinbow[id])
  247. {
  248. set_pev(id, pev_viewmodel2, reinbow_V_MODEL)
  249. set_pev(id, pev_weaponmodel2, reinbow_P_MODEL)
  250. }
  251. }
  252. }
  253. }
  254.  
  255. public client_data_post(Player, SendWeapons, CD_Handle)
  256. {
  257. if(!is_user_alive(Player) || (get_user_weapon(Player) != CSW_RAINBOWGUN) || !g_has_reinbow[Player])
  258. return FMRES_IGNORED
  259.  
  260. set_cd(CD_Handle, CD_flNextAttack, halflife_time () + 0.00001)
  261. return FMRES_HANDLED
  262. }
  263.  
  264. public PrimaryAttack(Weapon)
  265. {
  266. new Player = get_pdata_cbase(Weapon, 41, 4)
  267.  
  268. if (!g_has_reinbow[Player])
  269. return;
  270.  
  271. pev(Player,pev_punchangle,cl_pushangle[Player])
  272.  
  273. g_clip_ammo[Player] = cs_get_weapon_ammo(Weapon)
  274.  
  275.  
  276. UTIL_PlayWeaponAnimation(Player, 1)
  277.  
  278. emit_sound(Player, CHAN_WEAPON, Fire_Sounds[0], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
  279. }
  280.  
  281. public PlaybackEvent(flags, invoker, eventid, Float:delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iParam1, iParam2, bParam1, bParam2)
  282. {
  283. if ((eventid != g_orig_event_reinbow))
  284. return FMRES_IGNORED
  285. if (!(1 <= invoker <= g_MaxPlayers))
  286. return FMRES_IGNORED
  287.  
  288. playback_event(flags | FEV_HOSTONLY, invoker, eventid, delay, origin, angles, fparam1, fparam2, iParam1, iParam2, bParam1, bParam2)
  289. return FMRES_SUPERCEDE
  290. }
  291.  
  292. public PrimaryAttack_Post(Weapon, weapon_entity)
  293. {
  294. new Player = get_pdata_cbase(Weapon, 41, 4)
  295.  
  296. new szClip, szAmmo
  297. get_user_weapon(Player, szClip, szAmmo)
  298. if(Player > 0 && Player < 33)
  299. {
  300. if(!g_has_reinbow[Player])
  301. {
  302. if(szClip > 0) emit_sound(Player, CHAN_WEAPON, "weapons/m3-1.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
  303. }
  304. if(g_has_reinbow[Player])
  305. {
  306. new Float:push[3]
  307. pev(Player,pev_punchangle,push)
  308. xs_vec_sub(push,cl_pushangle[Player],push)
  309.  
  310. xs_vec_mul_scalar(push,get_pcvar_float(cvar_recoil_reinbow),push)
  311. xs_vec_add(push,cl_pushangle[Player],push)
  312. set_pev(Player,pev_punchangle,push)
  313.  
  314. if (!g_clip_ammo[Player])
  315. return
  316.  
  317. }
  318. }
  319. }
  320.  
  321. public CmdStart(id, uc_handle, seed)
  322. {
  323. if(!is_user_alive(id) || !is_user_connected(id))
  324. return FMRES_IGNORED
  325. if(get_user_weapon(id) != CSW_RAINBOWGUN || !g_has_reinbow[id])
  326. return FMRES_IGNORED
  327.  
  328. new CurButton
  329. CurButton = get_uc(uc_handle, UC_Buttons)
  330.  
  331. if(CurButton & IN_ATTACK2)
  332. {
  333. UTIL_PlayWeaponAnimation(id, 7)
  334. }
  335. return FMRES_HANDLED
  336. }
  337.  
  338. public asd(weapon_entity)
  339. {
  340. static id; id = pev(weapon_entity, pev_owner)
  341. static iAnim; iAnim = pev(id, pev_weaponanim)
  342. if(iAnim == 7 && g_has_reinbow[id])
  343. {
  344. UTIL_PlayWeaponAnimation(id, 8)
  345. }
  346. }
  347.  
  348. public takedmg(victim, inflictor, attacker, Float:damage, damagebits)
  349. {
  350. if(!is_user_alive(victim) || !is_user_alive(attacker))
  351. return HAM_IGNORED
  352.  
  353.  
  354. if(get_user_weapon(attacker) == CSW_RAINBOWGUN && g_has_reinbow[attacker])
  355. {
  356. static Float:Damage
  357. Damage = get_pcvar_float(cvar_dmg_reinbow)
  358.  
  359.  
  360. SetHamParamFloat(4, damage * Damage)
  361. }
  362.  
  363. return HAM_HANDLED
  364. }
  365.  
  366. public TraceAttack(iEnt, iAttacker, Float:flDamage, Float:fDir[3], ptr, iDamageType)
  367. {
  368. if(!is_user_alive(iAttacker) || !is_user_connected(iAttacker))
  369. return HAM_IGNORED
  370. if(get_user_weapon(iAttacker) != CSW_RAINBOWGUN || !g_has_reinbow[iAttacker])
  371. return HAM_IGNORED
  372.  
  373. static Float:flEnd[3]
  374. get_tr2(ptr, TR_vecEndPos, flEnd)
  375.  
  376. make_bullet(iAttacker, flEnd)
  377.  
  378. return HAM_HANDLED
  379. }
  380.  
  381. public message_DeathMsg(msg_id, msg_dest, id)
  382. {
  383. static szTruncatedWeapon[33], iAttacker, iVictim
  384.  
  385. get_msg_arg_string(4, szTruncatedWeapon, charsmax(szTruncatedWeapon))
  386.  
  387. iAttacker = get_msg_arg_int(1)
  388. iVictim = get_msg_arg_int(2)
  389.  
  390. if(!is_user_connected(iAttacker) || iAttacker == iVictim)
  391. return PLUGIN_CONTINUE
  392.  
  393. if(equal(szTruncatedWeapon, "p90") && get_user_weapon(iAttacker) == CSW_P90)
  394. {
  395. if(g_has_reinbow[iAttacker])
  396. set_msg_arg_string(4, "p90")
  397. }
  398.  
  399. return PLUGIN_CONTINUE
  400. }
  401.  
  402. stock fm_cs_get_current_weapon_ent(id)
  403. {
  404. return get_pdata_cbase(id, OFFSET_ACTIVE_ITEM, OFFSET_LINUX);
  405. }
  406.  
  407. stock fm_cs_get_weapon_ent_owner(ent)
  408. {
  409. return get_pdata_cbase(ent, OFFSET_WEAPONOWNER, OFFSET_LINUX_WEAPONS);
  410. }
  411.  
  412. stock UTIL_PlayWeaponAnimation(const Player, const Sequence)
  413. {
  414. set_pev(Player, pev_weaponanim, Sequence)
  415.  
  416. message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, .player = Player)
  417. write_byte(Sequence)
  418. write_byte(pev(Player, pev_body))
  419. message_end()
  420. }
  421.  
  422.  
  423. stock make_bullet(id, Float:Origin[3])
  424. {
  425. new target, body
  426. get_user_aiming(id, target, body, 999999)
  427.  
  428. if(target > 0 && target <= get_maxplayers())
  429. {
  430. new Float:fStart[3], Float:fEnd[3], Float:fRes[3], Float:fVel[3]
  431. pev(id, pev_origin, fStart)
  432.  
  433. velocity_by_aim(id, 64, fVel)
  434.  
  435. fStart[0] = Origin[0]
  436. fStart[1] = Origin[1]
  437. fStart[2] = Origin[2]
  438. fEnd[0] = fStart[0]+fVel[0]
  439. fEnd[1] = fStart[1]+fVel[1]
  440. fEnd[2] = fStart[2]+fVel[2]
  441.  
  442. new res
  443. engfunc(EngFunc_TraceLine, fStart, fEnd, 0, target, res)
  444. get_tr2(res, TR_vecEndPos, fRes)
  445.  
  446. message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
  447. write_byte(TE_BLOODSPRITE)
  448. write_coord(floatround(fStart[0]))
  449. write_coord(floatround(fStart[1]))
  450. write_coord(floatround(fStart[2]))
  451. write_short(g_bloodspray)
  452. write_short(g_blood)
  453. write_byte(70)
  454. write_byte(random_num(1,2))
  455. message_end()
  456.  
  457.  
  458. } else {
  459. new decal = 41
  460.  
  461. if(target)
  462. {
  463. message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
  464. write_byte(TE_DECAL)
  465. write_coord(floatround(Origin[0]))
  466. write_coord(floatround(Origin[1]))
  467. write_coord(floatround(Origin[2]))
  468. write_byte(decal)
  469. write_short(target)
  470. message_end()
  471. } else {
  472. message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
  473. write_byte(TE_WORLDDECAL)
  474. write_coord(floatround(Origin[0]))
  475. write_coord(floatround(Origin[1]))
  476. write_coord(floatround(Origin[2]))
  477. write_byte(decal)
  478. message_end()
  479. }
  480.  
  481. message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
  482. write_byte(TE_GUNSHOTDECAL)
  483. write_coord(floatround(Origin[0]))
  484. write_coord(floatround(Origin[1]))
  485. write_coord(floatround(Origin[2]))
  486. write_short(id)
  487. write_byte(decal)
  488. message_end()
  489. }
  490. }
  491.  
  492.  
  493. public reload(ent)
  494. {
  495. static id
  496. id = pev(ent, pev_owner)
  497.  
  498. if(!is_user_alive(id) || !is_user_connected(id))
  499. return HAM_IGNORED
  500. if(get_user_weapon(id) != CSW_RAINBOWGUN || !g_has_reinbow[id])
  501. return HAM_IGNORED
  502.  
  503. static reinbow
  504. reinbow = fm_find_ent_by_owner(-1, weapon_rainbowgun, id)
  505.  
  506. if(get_pdata_int(reinbow, 55, 4) == 1)
  507. {
  508. static Float:CurTime
  509. CurTime = get_gametime()
  510.  
  511. if(CurTime - 0.4 > g_last_postframe[id])
  512. {
  513. UTIL_PlayWeaponAnimation(id, 3)
  514. g_last_postframe[id] = CurTime
  515. }
  516. }
  517.  
  518. return HAM_HANDLED
  519. }
  520.  
  521. stock drop_weapons(id, dropwhat)
  522. {
  523. static weapons[32], num, i, weaponid
  524. num = 0
  525. get_user_weapons(id, weapons, num)
  526.  
  527. for (i = 0; i < num; i++)
  528. {
  529. weaponid = weapons[i]
  530.  
  531. if (dropwhat == 1 && ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM))
  532. {
  533. static wname[32]
  534. get_weaponname(weaponid, wname, sizeof wname - 1)
  535. engclient_cmd(id, "drop", wname)
  536. }
  537. }
  538. }
  539.  


Valaki kijavítaná, léccives? :)


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