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Site görüldüğü üzere satılıktır... Diğer sorularınız için dm' mesaj atınız ..
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[b]Fiyat şuan için : 2.000 tl'dir..[/b]
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Hemenpaylas domain adı düz jenerik bir alan adı olduğu için sitenizin içeriğini istediğiniz şekilde yönlendirebilirsiniz..
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Xenforo 2.2.9 sürümünde'dir.. Dil dosyası kendi yaptığım dosyadır.. Lisanslamak isteyenlerin' başvurusu olsun lütfen..
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Webailesi Portal Sistemi
Şöyle bir eklenti istiyorum "sv_voiceenable 1" ve "sv_alltalk 0" komutları bu değerlerde kalacak şekilde sadece "L" harfine yani "ADMIN_RCON" yetkisine sahip yetkililerin karşı rakibinde mikrofon basma seslerini duyabilecek şekilde bir eklenti mevcutmudur elinizde veya yardımcı olabilirseniz çok sevinirim.
Merhaba bir IP Satın aldım fakat pluginler ile aram hiç iyi değil,
CSGO MOD kurdurmak istiyorum kurabilirim diyen varsa dc adresimden bana ulaşırsa çok sevinirim
ücret talep etmeyecek yetki yazarım tekim.
CSGO MOD kurdurmak istiyorum kurabilirim diyen varsa dc adresimden bana ulaşırsa çok sevinirim
ücret talep etmeyecek yetki yazarım tekim.
Conce#4218
bu eklentiyi oyt sunucularına göre ayarlama şansınız varmıdır acaba? Sanırsam cs durağı sunucularına göre yazılmış bir eklenti oyt sunucuma yüklediğimde çalışmıyor
- Serverimize Alıncak Yetkililer -
- Genel Sorumlu - 1 Kişi
- Sunucu Ortağı - 2 Kişi
- Yönetim Ekibi - 3 Kişi
- Genel Sorumlu - 1 Kişi
- Sunucu Ortağı - 2 Kişi
- Yönetim Ekibi - 3 Kişi
1- Ts3'den Anlıyabilcek Birisi Olmalı
3- Yaşı 15'den Büyük Ve Saygılı Birisi Olmalı
5- Günde En Az 4 Saat Aktif Birisi Olmalı
7- Maç Yönetiminden Anlıyan Birisi Olmalı
8- Panel Kullanımından Anlıyan Birisi Olmalı
3- Yaşı 15'den Büyük Ve Saygılı Birisi Olmalı
5- Günde En Az 4 Saat Aktif Birisi Olmalı
7- Maç Yönetiminden Anlıyan Birisi Olmalı
8- Panel Kullanımından Anlıyan Birisi Olmalı
Detaylı Bilgi Ve İletişim İçin
Ts3 : csgo46
Cs : 95.173.173.46
Dostlar Counter-Strike, Half-Life veya herhangi bir GoldSrc oyunu/modu için harita/mod yaparken kullanabileceğiniz programları sizlerle paylaşmak istedim. Paylaşmış olduğum bu programlar sayesinde işerinizi kolaylaştıracaksınız.
Programları ve ne işe yaradıklarını aşağıda listeliyorum. Linke tıklayarak arşivi indirebilirsiniz.
Programları ve ne işe yaradıklarını aşağıda listeliyorum. Linke tıklayarak arşivi indirebilirsiniz.
Batch Compiler : Harita derleme işlemini çok detaylı yapmak isterseniz bu program sizlere derleme parametrelerini daha kolay kullanma imkanı sunacaktır.
BSP Viewer : BSP dosyalarını oyuna girmeden görüntülemenizi sağlar.
Darkulator : Haritayı derledikten sonra ışık seviyesini ayarlamanızı sağlar.
Fixprt : ZHLT ve VHLT derleyiciler ile derlenmiş haritaların bozuk PRT dosyalarını düzeltmeyi sağlar. Bu sayede Hammer Editor'de portalları görüntüleyebilirsiniz.
GCF Scape : PAK dosyalarını görüntülemeyi ve düzenlemeyi sağlar. (Source için de kullanılabiliyor.)
GUI StudioMDL : Arayüze sahip Model derleme aracıdır.
Half-Life Model Viewer : MDL (Model) dosyalarını görüntülemeyi sağlar.
Half-Life Texture Tool : WAD ve SPR dosyaları oluşturmayı, düzenlemeyi sağlar.
Blender Source Tools : Blender programı ile SMA formatında Model export etmeyi sağlayan plugindir. ( 3Ds Max ve Maya için de plugniler mevcuttur.)
MilkShape3D : Model oluşturma ve derlemeyi sağlayan modelleme programıdır.
Particle Editor : Particle motoruna sahip modlar için AUR formatındaki particle dosyalarını oluşturmayı ve düzenlemeyi sağlar.
Crowbar : Gelişmiş Model derleme programıdır.
J.A.C.K. Hammer Editor : Harita düzenleme programıdır.
RESGen : RES dosyası oluşturmayı sağlar.
Sprite Explorer : Sprite oluşturmayı ve düzenlemeyi sağlar.
Steam Splash Creator : Ana Menü arkaplan fotoğrafı değiştirmeyi sağlar.
Terrain Generator : Kolay arazi oluşturma programıdır.
Wally : WAD (Texture) dosyası oluşturma ve düzenleme programıdır.
WinBSPC : BSP formatındaki harita dosyalarını geriderlemeyi (decompile) sağlar.
Selamın aleyküm.
Aktif olarak kullandığım gore plugin gayet güzel çalışıyor fakat bir sorunu var. Oyuncu öldüğü anda ceset yok olmuyor bunu nasıl düzeltebilirim? Bu forumda ki veya internetin her köşesinde ki ceset silme pluginlerini denedim işe yaramıyorlar.
Sma içeriği;
Sma dosyas;
Aktif olarak kullandığım gore plugin gayet güzel çalışıyor fakat bir sorunu var. Oyuncu öldüğü anda ceset yok olmuyor bunu nasıl düzeltebilirim? Bu forumda ki veya internetin her köşesinde ki ceset silme pluginlerini denedim işe yaramıyorlar.
Sma içeriği;
Kod:
/* AMX Mod X script.
*
* Ultimate Gore Enhancement (amx_gore_ultimate.sma)
* Copyright (C) 2003-2004 mike_cao / fizzarum / jtp10181
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
****************************************************************************
*
* Version 1.6 - 05/18/2008
*
* by jtp10181 <[email protected]>
* Homepage: http://www.jtpage.net
*
* Original code by:
* by mike_cao <[email protected]> (plugin_gore)
* fizzarum <[email protected]> (plugin_gore2)
*
****************************************************************************
*
* This plugin adds gore effects. It is configured
* with the cvar "amx_gore" using these flags:
*
* a - Headshot blood
* b - Extra blood effects
* c - Bleeding on low health
* d - Gib explosion (Explosives and damage over "amx_gore_exphp")
* e - Extra Gory Mode
* f - Extra Headshot Gore Only (same as with flag "e")
* g - Hostage Gore (CS/CZ Only)
*
* Default is: amx_gore "abcd"
*
* New CVAR: amx_gore_exphp (default 160)
* The amount of health that must be lost upon death
* for the player to "explode"
*
* Add the cvars to your amxx.cfg to change it and have it load every map
*
* *NOTE*: the decal indexes are pulled form the servers decals.wad If you
* do not have the orginal decals.wad (for your mod) on the server the
* decals may not appear as blood, but arrows, numbers, text, etc.
*
* v1.6 - JTP10181 - 07/09/06
* - Added a single spray with normal headshot gore
* - Added new flag for extra headshot gore only
* - Added support for module auto loading
* - Added support for SvenCoop
* - Added minimal support for NS
* - Finally found proper way to hide corpses in CS/CZ/DoD
* - Fully ported to FakeMeta
*
* v1.5 - JTP10181 - 06/27/06
* - Added support for ESF
* - Added support for TS
* - Added support for TFC
* - Tweaked a lot of numbers
* - Made gibs fly around more instead of in a big heap
* - Added support for hostages in CS
* - Switched all supporting mods to client_damage/death forwards
*
* v1.4 - JTP10181 - 06/16/06
* - Switched to Pointer CVAR commands
* - Updated to work on "valve" mod by request
* - Finally finished support for DoD
* - Reduced the insane ammount of blood spray with gibs & extra gore enabled
*
* v1.3.5 - JTP10181 - 03/05/06
* - Fixed possible runtime errors if player disconnects during events
*
* v1.3.4 - JTP10181 - 10/25/05
* - Added knife to the gib_wpncheck check
* - Fixed bug where if all damage was from falling the player would not bleed
*
* v1.3.3 - JTP10181 - 09/25/04
* - Made it really easy to change the weapons that cause explosion
* - Minor code tweaks
*
* v1.3.2 - JTP10181 - 09/24/04
* - Fixed code to work on AMXModX 0.20
* - Added new CVAR to adjust the HP loss that triggers a GIB explosion
* - Used task for body hiding so items wont end up underground
*
* v1.3.1 - JTP10181 - 06/02/04
* - Fixed runtime error if victim is null on a damage or death event
* Was happening in conjunction with superhero mod
* Thanks to drummeridiot25 for testing it for me
*
* v1.3 - JTP
* - Automatic mod detection, no more recompiling for CZERO.
* - Decal indexes verified for CZ, they work perfectly.
* - Started working on DoD support
*
* v1.2 - JTP
* - Combined various gore plugins into one that has the best features
* out of all of them.
* - Plan to maintain this plugin if any issues/requests arrise.
* - Added extra gory mode:
* Classic headshot death with the sprays shooting up (from orginal plugin_gore)
* More blood spraying on a gib explosion (from orginal plugin_gore)
* Extra blood decals on damage and deaths
* - Fixed divide by zero error in fx_blood and fx_gib_explode
* - Minor tweaks here and there to some of the numbers
* - Put in fix for CZERO decals from "euro" and "out" from AMX forums
* - Fixed runtime error when the attacker was not able to be determinted.
* get_user_origin was getting passed a "0" player index.
*
*
* v1.03 - ( by fizzarum ) :
* - Each hit now causes a blood stream depending on the positions of the
* agressor and the victim.
* - Reduce the previous headshot fx to a less extravagant thing
* - The gib explosion now happens after a damage higher than 110 EVEN IF
* the victim's head was hit
* - A knife kill does not cause a gib explosion
* - Minor changes on the bleeding effect, the position of the gibs
*
* Thanks:
* - mike_cao for the orginal plugin
* - fizzarum on plugin_gore2.sma (for AMX)
* - euro and out (AMX forums) for posting decal numbers for CZero
* - SidLuke (AMX forums) for his version for DoD,
* I grabbed some of that code for my DoD support
*
**************************************************************************/
//Comment this out to totally disable the GIB code
//This can help if maps are crashing from exceeding the precache limit
#define GIBS_ENABLED
#include <amxmodx>
#include <amxmisc>
#include <fakemeta>
#include <dodconst>
#include <tfcconst>
#include <tsconst>
//Auto-load the correct module if not loaded
#pragma reqclass xstats
#if !defined AMXMODX_NOAUTOLOAD
#pragma defclasslib xstats csx
#pragma defclasslib xstats dodx
#pragma defclasslib xstats tfcx
#pragma defclasslib xstats tsx
#endif
#define MAX_PLAYERS 32
#define MAX_HOSTAGES 16
#define GORE_HEADSHOT (1<<0) // "a"
#define GORE_BLOOD (1<<1) // "b"
#define GORE_BLEEDING (1<<2) // "c"
#define GORE_GIB (1<<3) // "d"
#define GORE_EXTRA (1<<4) // "e"
#define GORE_EXTRA_HS (1<<5) // "f"
#define GORE_HOSTAGES (1<<6) // "g"
#define BLOOD_COLOR_RED 247
#define BLOOD_COLOR_YELLOW 195
#define BLOOD_STREAM_RED 70
#define BLOOD_STREAM_YELLOW 60
new gHealthIndex[MAX_PLAYERS+1]
new Float:hostage_hp[MAX_HOSTAGES], hostages[MAX_HOSTAGES], host_num
#if defined GIBS_ENABLED
new mdl_gib_flesh, mdl_gib_head, mdl_gib_legbone
new mdl_gib_lung, mdl_gib_meat, mdl_gib_spine
#endif
new spr_blood_drop, spr_blood_spray
#define BLOOD_SM_NUM 8
#define BLOOD_LG_NUM 2
new blood_small_red[BLOOD_SM_NUM], blood_large_red[BLOOD_LG_NUM]
//new blood_small_yellow[BLOOD_SM_NUM], blood_large_yellow[BLOOD_LG_NUM]
new mod_name[32], bool:body_hidden[33]
new pcvar_gore, pcvar_gore_exphp
//Offsets to place blood is more realistic hit location
new Offset[8][3] = {{0,0,10},{0,0,30},{0,0,16},{0,0,10},{4,4,16},{-4,-4,16},{4,4,-12},{-4,-4,-12}}
// #####################################################################
// ## Change which weapons cause GIB explosions on death HERE ##
// #####################################################################
public gib_wpncheck(iWeapon)
{
//This section is used for CS/CZ
if (cstrike_running()) {
switch (iWeapon) {
case CSW_P228 : return false
case CSW_SCOUT : return false
case CSW_HEGRENADE : return true
case CSW_XM1014 : return false
case CSW_C4 : return true
case CSW_MAC10 : return false
case CSW_AUG : return false
case CSW_SMOKEGRENADE : return true
case CSW_ELITE : return false
case CSW_FIVESEVEN : return false
case CSW_UMP45 : return false
case CSW_SG550 : return false
case CSW_GALIL : return false
case CSW_FAMAS : return false
case CSW_USP : return false
case CSW_GLOCK18 : return false
case CSW_AWP : return false
case CSW_MP5NAVY : return false
case CSW_M249 : return false
case CSW_M3 : return false
case CSW_M4A1 : return false
case CSW_TMP : return false
case CSW_G3SG1 : return false
case CSW_FLASHBANG : return true
case CSW_DEAGLE : return false
case CSW_SG552 : return false
case CSW_AK47 : return false
case CSW_KNIFE : return false
case CSW_P90 : return false
}
}
//This section is used for DoD
else if (equali(mod_name,"dod")) {
switch (iWeapon) {
case DODW_AMERKNIFE : return false
case DODW_GERKNIFE : return false
case DODW_COLT : return false
case DODW_LUGER : return false
case DODW_GARAND : return false
case DODW_SCOPED_KAR : return false
case DODW_THOMPSON : return false
case DODW_STG44 : return false
case DODW_SPRINGFIELD : return false
case DODW_KAR : return false
case DODW_BAR : return false
case DODW_MP40 : return false
case DODW_HANDGRENADE : return true
case DODW_STICKGRENADE : return true
case DODW_STICKGRENADE_EX : return true
case DODW_HANDGRENADE_EX : return true
case DODW_MG42 : return false
case DODW_30_CAL : return false
case DODW_SPADE : return false
case DODW_M1_CARBINE : return false
case DODW_MG34 : return false
case DODW_GREASEGUN : return false
case DODW_FG42 : return false
case DODW_K43 : return false
case DODW_ENFIELD : return false
case DODW_STEN : return false
case DODW_BREN : return false
case DODW_WEBLEY : return false
case DODW_BAZOOKA : return true
case DODW_PANZERSCHRECK : return false
case DODW_PIAT : return false
case DODW_SCOPED_FG42 : return false
case DODW_FOLDING_CARBINE : return false
case DODW_KAR_BAYONET : return false
case DODW_SCOPED_ENFIELD : return false
case DODW_MILLS_BOMB : return true
case DODW_BRITKNIFE : return false
case DODW_GARAND_BUTT : return false
case DODW_ENFIELD_BAYONET : return false
case DODW_MORTAR : return false
case DODW_K43_BUTT : return false
}
}
//This section is used for TFC
else if (equali(mod_name,"tfc")) {
switch (iWeapon) {
case TFC_WPN_NONE : return false
case TFC_WPN_TIMER : return false
case TFC_WPN_SENTRYGUN : return false
case TFC_WPN_MEDIKIT : return false
case TFC_WPN_SPANNER : return false
case TFC_WPN_AXE : return false
case TFC_WPN_SNIPERRIFLE : return false
case TFC_WPN_AUTORIFLE : return false
case TFC_WPN_SHOTGUN : return false
case TFC_WPN_SUPERSHOTGUN : return false
case TFC_WPN_NG : return false
case TFC_WPN_SUPERNG : return false
case TFC_WPN_GL : return false
case TFC_WPN_FLAMETHROWER : return false
case TFC_WPN_RPG : return true
case TFC_WPN_IC : return false
case TFC_WPN_FLAMES : return false
case TFC_WPN_AC : return false
case TFC_WPN_UNK18 : return false
case TFC_WPN_UNK19 : return false
case TFC_WPN_TRANQ : return false
case TFC_WPN_RAILGUN : return false
case TFC_WPN_PL : return false
case TFC_WPN_KNIFE : return false
case TFC_WPN_CALTROP : return false
case TFC_WPN_CONCUSSIONGRENADE : return true
case TFC_WPN_NORMALGRENADE : return true
case TFC_WPN_NAILGRENADE : return true
case TFC_WPN_MIRVGRENADE : return true
case TFC_WPN_NAPALMGRENADE : return true
case TFC_WPN_GASGRENADE : return false
case TFC_WPN_EMPGRENADE : return false
}
}
//This section is used for TS
else if (equali(mod_name,"ts")) {
switch (iWeapon) {
case TSW_GLOCK18 : return false
case TSW_UNK1 : return false
case TSW_UZI : return false
case TSW_M3 : return false
case TSW_M4A1 : return false
case TSW_MP5SD : return false
case TSW_MP5K : return false
case TSW_ABERETTAS : return false
case TSW_MK23 : return false
case TSW_AMK23 : return false
case TSW_USAS : return false
case TSW_DEAGLE : return false
case TSW_AK47 : return false
case TSW_57 : return false
case TSW_AUG : return false
case TSW_AUZI : return false
case TSW_TMP : return false
case TSW_M82A1 : return false
case TSW_MP7 : return false
case TSW_SPAS : return false
case TSW_GCOLTS : return false
case TSW_GLOCK20 : return false
case TSW_UMP : return false
case TSW_M61GRENADE : return true
case TSW_CKNIFE : return false
case TSW_MOSSBERG : return false
case TSW_M16A4 : return false
case TSW_MK1 : return false
case TSW_C4 : return true
case TSW_A57 : return false
case TSW_RBULL : return false
case TSW_M60E3 : return false
case TSW_SAWED_OFF : return true
case TSW_KATANA : return false
case TSW_SKNIFE : return false
case TSW_KUNG_FU : return false
case TSW_TKNIFE : return false
}
}
//This section is used for ESF
else if (equali(mod_name,"esf")) {
//Always do GIB explosions on ESF
return true
}
//This section is used for the "valve" mod
else if (equali(mod_name,"valve")) {
switch (iWeapon) {
case HLW_NONE : return false
case HLW_CROWBAR : return false
case HLW_GLOCK : return false
case HLW_PYTHON : return false
case HLW_MP5 : return false
case HLW_CHAINGUN : return false
case HLW_CROSSBOW : return false
case HLW_SHOTGUN : return false
case HLW_RPG : return true
case HLW_GAUSS : return false
case HLW_EGON : return false
case HLW_HORNETGUN : return false
case HLW_HANDGRENADE : return true
case HLW_TRIPMINE : return true
case HLW_SATCHEL : return true
case HLW_SNARK : return false
}
}
//Always false on Sven Co-op
return false
}
// #####################################################################
// ## DO NOT EDIT BELOW HERE ##
// #####################################################################
/************************************************************
* PLUGIN FUNCTIONS
************************************************************/
public plugin_init()
{
register_plugin("Ultimate Gore","1.6","JTP10181")
get_modname(mod_name,31)
if (cstrike_running()) {
register_logevent("event_roundstart", 2, "1=Round_Start")
register_event("TextMsg","event_host_damage","b","2=#Injured_Hostage")
register_event("TextMsg","event_host_killed","b","2=#Killed_Hostage")
register_message(122, "event_ClCorpse") //ClCorpse
}
else if (equali(mod_name,"dod")) {
register_message(126, "event_ClCorpse") //ClCorpse
}
else if (equali(mod_name,"esf")) {
register_event("DeathMsg","event_death","a")
register_event("Health","event_damage","b")
}
else if (equali(mod_name,"svencoop")) {
register_event("Damage","event_damage","b","2!0")
}
else if (equali(mod_name,"valve") || equali(mod_name,"ns")) {
register_event("DeathMsg","event_death","a")
register_event("Damage","event_damage","b","2!0")
}
register_event("ResetHUD","event_respawn","b")
pcvar_gore = register_cvar("amx_gore","abcd")
pcvar_gore_exphp = register_cvar("amx_gore_exphp","160")
set_task(1.5,"event_blood",100,"",0,"b")
// Blood decals
if (equali(mod_name,"cstrike")) {
blood_large_red = {204,205}
blood_small_red = {190,191,192,193,194,195,196,197}
}
else if (equali(mod_name,"czero")) {
blood_large_red = {216,217}
blood_small_red = {202,203,204,205,206,207,208,209}
}
else if (equali(mod_name,"dod")) {
blood_large_red = {217,218}
blood_small_red = {203,204,205,206,207,208,209,210}
}
else if (equali(mod_name,"tfc")) {
blood_large_red = {208,209}
blood_small_red = {194,195,196,197,198,199,200,201}
}
else if (equali(mod_name,"ts")) {
blood_large_red = {218,219}
blood_small_red = {204,205,206,207,208,209,210,211}
}
else if (equali(mod_name,"svencoop")) {
blood_large_red = {210,211}
blood_small_red = {196,197,198,199,200,201,202,203}
}
//"valve" mod and others that use its decals.wad (ESF, NS)
else {
blood_large_red = {19,20}
blood_small_red = {27,28,29,30,31,32,33,34}
}
//Setup jtp10181 CVAR
new cvarString[256], shortName[16]
copy(shortName,15,"gore")
register_cvar("jtp10181","",FCVAR_SERVER|FCVAR_SPONLY)
get_cvar_string("jtp10181",cvarString,255)
if (strlen(cvarString) == 0) {
formatex(cvarString,255,shortName)
set_cvar_string("jtp10181",cvarString)
}
else if (contain(cvarString,shortName) == -1) {
format(cvarString,255,"%s,%s",cvarString, shortName)
set_cvar_string("jtp10181",cvarString)
}
}
public plugin_natives()
{
set_module_filter("module_filter")
set_native_filter("native_filter")
}
public module_filter(const module[])
{
if (equali(module, "xstats")) {
if (cstrike_running()) return PLUGIN_CONTINUE
if (equali(mod_name,"dod")) return PLUGIN_CONTINUE
if (equali(mod_name,"tfc")) return PLUGIN_CONTINUE
if (equali(mod_name,"ts")) return PLUGIN_CONTINUE
return PLUGIN_HANDLED
}
return PLUGIN_CONTINUE
}
public native_filter(const name[], index, trap)
{
if (!trap) return PLUGIN_HANDLED
return PLUGIN_CONTINUE
}
public plugin_precache()
{
spr_blood_drop = precache_model("sprites/blood.spr")
spr_blood_spray = precache_model("sprites/bloodspray.spr")
#if defined GIBS_ENABLED
mdl_gib_flesh = precache_model("models/Fleshgibs.mdl")
mdl_gib_meat = precache_model("models/GIB_B_Gib.mdl")
mdl_gib_head = precache_model("models/GIB_Skull.mdl")
if (!equali(mod_name,"dod")) {
mdl_gib_spine = precache_model("models/GIB_B_Bone.mdl")
mdl_gib_lung = precache_model("models/GIB_Lung.mdl")
mdl_gib_legbone = precache_model("models/GIB_Legbone.mdl")
}
#endif
}
public plugin_cfg()
{
if (!cstrike_running()) return
new iEnt = -1
host_num = 0
while ((iEnt = engfunc(EngFunc_FindEntityByString, iEnt, "classname", "hostage_entity")) != 0) {
hostages[host_num++] = iEnt
if (host_num >= MAX_HOSTAGES) break
}
}
//Custom function to get origin with FM and return it as an integer
public get_origin_int(index, origin[3])
{
new Float:FVec[3]
pev(index,pev_origin,FVec)
origin[0] = floatround(FVec[0])
origin[1] = floatround(FVec[1])
origin[2] = floatround(FVec[2])
return 1
}
/************************************************************
* EVENTS
************************************************************/
//For "valve", ESF, NS, SvenCoop
public event_damage(iVictim)
{
if (iVictim <= 0 || iVictim > MAX_PLAYERS) return
new iWeapon, iHitPlace, iAgressor
iAgressor = get_user_attacker(iVictim,iWeapon,iHitPlace)
//Sven Co-op does not seem to send Death messages so we will do this
if (equali(mod_name,"svencoop")) {
if (get_user_health(iVictim) <=0) {
process_death(iAgressor, iVictim, iWeapon, iHitPlace)
return
}
}
process_damage(iAgressor, iVictim, iHitPlace)
}
//Forward for CS/CZ, DoD, TFC, TS
public client_damage(attacker,victim,damage,wpnindex,hitplace)
{
if (victim <= 0 || victim > MAX_PLAYERS) return
process_damage(attacker, victim, hitplace)
}
//This will process the damage info for all mods
process_damage(iAgressor, iVictim, iHitPlace)
{
new iFlags = get_gore_flags()
//Don't want to do this if the player just died
new vHealth = get_user_health(iVictim)
if (vHealth <= 0 || vHealth >= gHealthIndex[iVictim]) return
//server_print("************************* DAMAGE: %d %d %d %d", iVictim, iAgressor, vHealth, iHitPlace)
gHealthIndex[iVictim] = vHealth
//Check to make sure its a valid entity
if (!pev_valid(iAgressor)) {
iAgressor = iVictim
iHitPlace = 0
}
//Crash/error check
if (!is_user_connected(iVictim)) return
if (iHitPlace < 0 || iHitPlace > 7) iHitPlace = 0
if (iFlags&GORE_BLOOD) {
new iOrigin[3], iOrigin2[3]
get_origin_int(iVictim,iOrigin)
get_origin_int(iAgressor,iOrigin2)
fx_blood(iOrigin,iOrigin2,iHitPlace)
fx_blood_small(iOrigin,8)
if (iFlags&GORE_EXTRA) {
fx_blood(iOrigin,iOrigin2,iHitPlace)
fx_blood(iOrigin,iOrigin2,iHitPlace)
fx_blood(iOrigin,iOrigin2,iHitPlace)
fx_blood_small(iOrigin,4)
}
}
}
//Hostage Event for CS/CZ
public event_host_damage(iAgressor)
{
new Float:vHeatlh, iVictim, iHitPlace = 0
new iFlags = get_gore_flags()
new hostid, Float:hosthp
if (!(iFlags&GORE_HOSTAGES)) return
//Find what hostage was injured
for (new x = 0; x < host_num; x++) {
hostid = hostages[x]
hosthp = hostage_hp[x]
if (!pev_valid(hostid)) continue
if (hosthp <= 0.0) continue
pev(hostid, pev_health, vHeatlh)
if (vHeatlh > 0.0 && vHeatlh < hosthp) {
iVictim = hostid
}
hosthp = vHeatlh
}
//No valid hostage entity found
if (iVictim <= 0) return
//Check to make sure its a player
if (!is_user_connected(iAgressor)) {
iAgressor = iVictim
}
if (iFlags&GORE_BLOOD) {
new iOrigin[3], iOrigin2[3]
get_origin_int(iVictim, iOrigin)
get_origin_int(iAgressor, iOrigin2)
//Add height to Hostage origin
iOrigin[2] += 36
fx_blood(iOrigin,iOrigin2,iHitPlace)
fx_blood_small(iOrigin,8)
if (iFlags&GORE_EXTRA) {
fx_blood(iOrigin,iOrigin2,iHitPlace)
fx_blood(iOrigin,iOrigin2,iHitPlace)
fx_blood(iOrigin,iOrigin2,iHitPlace)
fx_blood_small(iOrigin,4)
}
}
}
//For "valve", ESF, NS
public event_death()
{
new iVictim = read_data(2)
new iWeapon, iHitPlace
if (iVictim <= 0 || iVictim > MAX_PLAYERS) return
new iAgressor = get_user_attacker(iVictim,iWeapon,iHitPlace)
process_death(iAgressor, iVictim, iWeapon, iHitPlace)
}
//Forward for CS/CZ, DoD, TFC, TS
public client_death(killer,victim,wpnindex,hitplace)
{
if (victim <= 0 || victim > MAX_PLAYERS) return
process_death(killer, victim, wpnindex, hitplace)
}
//This will process the death info for all mods
process_death(iAgressor, iVictim, iWeapon, iHitPlace)
{
//server_print("************************* DEATH: %d %d %d %d", iVictim, iAgressor, iWeapon, iHitPlace)
new iOrigin[3], iOrigin2[3]
new iFlags = get_gore_flags()
//Check to make sure its a valid entity
if (!pev_valid(iAgressor)) {
iAgressor = iVictim
iWeapon = 0
iHitPlace = 0
}
if (!is_user_connected(iVictim)) return
get_origin_int(iVictim, iOrigin)
get_origin_int(iAgressor, iOrigin2)
if (iFlags&GORE_HEADSHOT && iHitPlace == HIT_HEAD) {
fx_headshot(iOrigin)
}
#if defined GIBS_ENABLED
if (iFlags&GORE_GIB && (gib_wpncheck(iWeapon) || gHealthIndex[iVictim] - get_user_health(iVictim) >= get_pcvar_num(pcvar_gore_exphp))) {
// Effects
fx_invisible(iVictim)
body_hidden[iVictim] = true
fx_gib_explode(iOrigin,iOrigin2)
fx_blood_large(iOrigin,4)
fx_blood_small(iOrigin,4)
}
#endif
fx_blood_small(iOrigin,8)
if (iFlags&GORE_EXTRA && !equali(mod_name,"dod")) {
fx_extra_blood(iOrigin)
fx_blood_large(iOrigin,2)
fx_blood_small(iOrigin,4)
}
}
//Hostage Event for CS/CZ
public event_host_killed(iAgressor)
{
new Float:vHeatlh, HP_Loss, iVictim, iWeapon = 0, clip, ammo
new iFlags = get_gore_flags()
new hostid, Float:hosthp
if (!(iFlags&GORE_HOSTAGES)) return
//Find what hostage was killed
for (new x = 0; x < host_num; x++) {
hostid = hostages[x]
hosthp = hostage_hp[x]
if (!pev_valid(hostid)) continue
if (hosthp <= 0.0) continue
pev(hostid, pev_health, vHeatlh)
if (vHeatlh <= 0.0 && vHeatlh < hosthp) {
iVictim = hostid
HP_Loss = floatround(hosthp - vHeatlh)
}
hosthp = vHeatlh
}
//No valid hostage entity found
if (iVictim <= 0) return
//Check to make sure its a player
if (is_user_alive(iAgressor)) {
iWeapon = get_user_weapon(iAgressor,clip,ammo)
}
else {
iAgressor = iVictim
}
new iOrigin[3], iOrigin2[3]
get_origin_int(iVictim, iOrigin)
get_origin_int(iAgressor, iOrigin2)
//Add height to Hostage origin
iOrigin[2] += 36
#if defined GIBS_ENABLED
if (iFlags&GORE_GIB && (gib_wpncheck(iWeapon) || HP_Loss >= floatround(get_pcvar_float(pcvar_gore_exphp) * 0.6))) {
// Effects
fx_invisible(iVictim)
fx_gib_explode(iOrigin,iOrigin2)
fx_blood_large(iOrigin,4)
fx_blood_small(iOrigin,4)
}
#endif
fx_blood_small(iOrigin,8)
if (iFlags&GORE_EXTRA) {
fx_extra_blood(iOrigin)
fx_blood_large(iOrigin,2)
fx_blood_small(iOrigin,4)
}
}
public event_blood()
{
new iFlags = get_gore_flags()
if (!(iFlags&GORE_BLEEDING)) return
new iPlayer, iPlayers[MAX_PLAYERS], iNumPlayers, iOrigin[3]
get_players(iPlayers,iNumPlayers,"a")
for (new i = 0; i < iNumPlayers; i++) {
iPlayer = iPlayers[i]
gHealthIndex[iPlayer] = get_user_health(iPlayer)
if (gHealthIndex[iPlayer] < 20) {
get_origin_int(iPlayer, iOrigin)
fx_bleed(iOrigin)
fx_blood_small(iOrigin,3)
}
}
if (!(iFlags&GORE_HOSTAGES)) return
//Hostage Bleeding
if (cstrike_running()) {
new iOrigin[3], hostid, Float:hosthp
for (new x = 0; x < host_num; x++) {
hostid = hostages[x]
hosthp = hostage_hp[x]
if (!pev_valid(hostid)) continue
pev(hostid, pev_health, hosthp)
if (hosthp > 0.0 && hosthp < 20.0) {
get_origin_int(hostid, iOrigin)
iOrigin[2] += 36.0
fx_bleed(iOrigin)
fx_blood_small(iOrigin,3)
}
}
}
}
public event_respawn(id)
{
if (is_user_alive(id)) {
//Reset body_hidden flag
body_hidden[id] = false
//Restore model visibility
set_pev(id, pev_rendermode, kRenderNormal)
//Save clients current Health
gHealthIndex[id] = get_user_health(id)
}
}
public event_roundstart(id)
{
set_task(0.1,"roundstart_delay",100)
}
public roundstart_delay()
{
for ( new id = 1; id <= MAX_PLAYERS; id++ ) {
if (is_user_alive(id)) {
//Reset body_hidden flag
body_hidden[id] = false
//Save clients current Health
gHealthIndex[id] = get_user_health(id)
}
}
if (cstrike_running()) {
new hostid
for (new x = 0; x < host_num; x++) {
hostid = hostages[x]
if (!pev_valid(hostid)) continue
set_pev(hostid, pev_rendermode, kRenderNormal)
pev(hostid, pev_health, hostage_hp[x])
}
}
}
//Hides Corpses in CS / DoD
public event_ClCorpse()
{
//If there is not 12 args something is wrong
if (get_msg_args() != 12) return PLUGIN_CONTINUE
//Arg 12 is the player id the corpse is for
new id = get_msg_arg_int(12)
//If the corpse should be hidden block this message
if (body_hidden[id]) return PLUGIN_HANDLED
return PLUGIN_CONTINUE
}
public get_gore_flags()
{
new sFlags[24]
get_pcvar_string(pcvar_gore,sFlags,23)
return read_flags(sFlags)
}
/************************************************************
* FX FUNCTIONS
************************************************************/
fx_invisible(id)
{
set_pev(id, pev_renderfx, kRenderFxNone)
set_pev(id, pev_rendermode, kRenderTransAlpha)
set_pev(id, pev_renderamt, 0.0)
}
fx_blood(origin[3],origin2[3],HitPlace)
{
//Crash Checks
if (HitPlace < 0 || HitPlace > 7) HitPlace = 0
new rDistance = get_distance(origin,origin2) ? get_distance(origin,origin2) : 1
new rX = ((origin[0]-origin2[0]) * 300) / rDistance
new rY = ((origin[1]-origin2[1]) * 300) / rDistance
new rZ = ((origin[2]-origin2[2]) * 300) / rDistance
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(TE_BLOODSTREAM)
write_coord(origin[0]+Offset[HitPlace][0])
write_coord(origin[1]+Offset[HitPlace][1])
write_coord(origin[2]+Offset[HitPlace][2])
write_coord(rX) // x
write_coord(rY) // y
write_coord(rZ) // z
write_byte(BLOOD_STREAM_RED) // color
write_byte(random_num(100,200)) // speed
message_end()
}
fx_bleed(origin[3])
{
// Blood spray
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(TE_BLOODSTREAM)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2]+10)
write_coord(random_num(-360,360)) // x
write_coord(random_num(-360,360)) // y
write_coord(-10) // z
write_byte(BLOOD_STREAM_RED) // color
write_byte(random_num(50,100)) // speed
message_end()
}
fx_blood_small(origin[3],num)
{
if (equali(mod_name,"esf")) return
// Write Small splash decal
for (new j = 0; j < num; j++) {
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(TE_WORLDDECAL)
write_coord(origin[0]+random_num(-100,100))
write_coord(origin[1]+random_num(-100,100))
write_coord(origin[2]-36)
write_byte(blood_small_red[random_num(0,BLOOD_SM_NUM - 1)]) // index
message_end()
}
}
fx_blood_large(origin[3],num)
{
if (equali(mod_name,"esf")) return
// Write Large splash decal
for (new i = 0; i < num; i++) {
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(TE_WORLDDECAL)
write_coord(origin[0]+random_num(-50,50))
write_coord(origin[1]+random_num(-50,50))
write_coord(origin[2]-36)
write_byte(blood_large_red[random_num(0,BLOOD_LG_NUM - 1)]) // index
message_end()
}
}
#if defined GIBS_ENABLED
fx_gib_explode(origin[3],origin2[3])
{
new flesh[2]
flesh[0] = mdl_gib_flesh
flesh[1] = mdl_gib_meat
new mult, gibtime = 400 //40 seconds
if (equali(mod_name,"esf")) mult = 400
else if (equali(mod_name,"ts")) mult = 140
else mult = 80
new rDistance = get_distance(origin,origin2) ? get_distance(origin,origin2) : 1
new rX = ((origin[0]-origin2[0]) * mult) / rDistance
new rY = ((origin[1]-origin2[1]) * mult) / rDistance
new rZ = ((origin[2]-origin2[2]) * mult) / rDistance
new rXm = rX >= 0 ? 1 : -1
new rYm = rY >= 0 ? 1 : -1
new rZm = rZ >= 0 ? 1 : -1
// Gib explosions
// Head
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(TE_MODEL)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2]+40)
write_coord(rX + (rXm * random_num(0,80)))
write_coord(rY + (rYm * random_num(0,80)))
write_coord(rZ + (rZm * random_num(80,200)))
write_angle(random_num(0,360))
write_short(mdl_gib_head)
write_byte(0) // bounce
write_byte(gibtime) // life
message_end()
// Parts
for(new i = 0; i < 4; i++) {
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(TE_MODEL)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2])
write_coord(rX + (rXm * random_num(0,80)))
write_coord(rY + (rYm * random_num(0,80)))
write_coord(rZ + (rZm * random_num(80,200)))
write_angle(random_num(0,360))
write_short(flesh[random_num(0,1)])
write_byte(0) // bounce
write_byte(gibtime) // life
message_end()
}
if (!equali(mod_name,"dod")) {
// Spine
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(TE_MODEL)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2]+30)
write_coord(rX + (rXm * random_num(0,80)))
write_coord(rY + (rYm * random_num(0,80)))
write_coord(rZ + (rZm * random_num(80,200)))
write_angle(random_num(0,360))
write_short(mdl_gib_spine)
write_byte(0) // bounce
write_byte(gibtime) // life
message_end()
// Lung
for(new i = 0; i <= 1; i++) {
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(TE_MODEL)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2]+10)
write_coord(rX + (rXm * random_num(0,80)))
write_coord(rY + (rYm * random_num(0,80)))
write_coord(rZ + (rZm * random_num(80,200)))
write_angle(random_num(0,360))
write_short(mdl_gib_lung)
write_byte(0) // bounce
write_byte(gibtime) // life
message_end()
}
//Legs
for(new i = 0; i <= 1; i++) {
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(TE_MODEL)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2]-10)
write_coord(rX + (rXm * random_num(0,80)))
write_coord(rY + (rYm * random_num(0,80)))
write_coord(rZ + (rZm * random_num(80,200)))
write_angle(random_num(0,360))
write_short(mdl_gib_legbone)
write_byte(0) // bounce
write_byte(gibtime) // life
message_end()
}
}
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(TE_BLOODSPRITE)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2]+20)
write_short(spr_blood_spray)
write_short(spr_blood_drop)
write_byte(BLOOD_COLOR_RED) // color index
write_byte(10) // size
message_end()
}
#endif
fx_extra_blood(origin[3])
{
new x, y, z
for(new i = 0; i < 3; i++) {
x = random_num(-15,15)
y = random_num(-15,15)
z = random_num(-20,25)
for(new j = 0; j < 2; j++) {
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(TE_BLOODSPRITE)
write_coord(origin[0]+(x*j))
write_coord(origin[1]+(y*j))
write_coord(origin[2]+(z*j))
write_short(spr_blood_spray)
write_short(spr_blood_drop)
write_byte(BLOOD_COLOR_RED) // color index
write_byte(15) // size
message_end()
}
}
}
fx_headshot(origin[3])
{
new iFlags = get_gore_flags()
new Sprays = 1
if (iFlags&GORE_EXTRA || iFlags&GORE_EXTRA_HS) {
if (equali(mod_name,"dod")) Sprays = 4
else Sprays = 8
}
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(TE_BLOODSPRITE)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2]+40)
write_short(spr_blood_spray)
write_short(spr_blood_drop)
write_byte(BLOOD_COLOR_RED) // color index
write_byte(15) // size
message_end()
// Blood sprays
for (new i = 0; i < Sprays; i++) {
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(TE_BLOODSTREAM)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2]+40)
write_coord(random_num(-30,30)) // x
write_coord(random_num(-30,30)) // y
write_coord(random_num(80,300)) // z
write_byte(BLOOD_STREAM_RED) // color
write_byte(random_num(100,200)) // speed
message_end()
}
}
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Site Açıklaması: sanal ortamda, hızlıca yapılması gereken paylaşımları olağan üstü bir hızda yükleyip, hızlıca paylaşabilirsiniz.
Ctmenuye Hard Komut Ekleme hard komut aktif edince red cift zıplama bunny semiclip parasüt kapatsın yapabilecek biri varmı?
(06-11-2022, 15:41)Ceyn Adlı Kullanıcıdan Alıntı: Ctmenuye Hard Komut Ekleme hard komut aktif edince red cift zıplama bunny semiclip parasüt kapatsın yapabilecek biri varmı?bide hard komut acılınca say geçsin bu arada plugin alıntıdır üstünde hiçbir edit yapmadım.
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