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revision 27, Wed Nov 21 04:12:55 2007 UTC revision 28, Wed Nov 21 18:04:40 2007 UTC
# Line 17  Line 17 
17  --------------------------------------------------------------------------------  --------------------------------------------------------------------------------
18    
19  http://ian.cammarata.us/projects/grab_plus  http://ian.cammarata.us/projects/grab_plus
20  Nov 16 08:08  Nov 21 11:03
21    
22    
23  Description:  Description:
# Line 102  Line 102 
102  Change Log:  Change Log:
103  Key (+ added | - removed | c changed | f fixed)  Key (+ added | - removed | c changed | f fixed)
104    
105  v1.2.3 (Nov ??, 2007)  v1.2.3 (Nov 21, 2007)
106  c: A few more small optimizations.  c: A few more small optimizations.
107  f: Fixed bad message disconnect error when players get choked. ( stupid SVC_DAMAGE define )  f: Bloodstream for choke wasn't aligned with player.
108    f: Bad message disconnect error when players were choked. ( stupid SVC_DAMAGE define )
109    
110  v1.2.2 (Nov 16, 2007)  v1.2.2 (Nov 16, 2007)
111  c: A few small code optimizations.  c: A few small code optimizations.
# Line 133  Line 134 
134  #include <amxmisc>  #include <amxmisc>
135  #include <fakemeta>  #include <fakemeta>
136    
137  new const VERSION[ ] = "1.2.3RC"  new const VERSION[ ] = "1.2.3"
138  new const TRKCVAR[ ] = "grab_plus_version"  new const TRKCVAR[ ] = "grab_plus_version"
139  #define ADMIN ADMIN_LEVEL_A  #define ADMIN ADMIN_LEVEL_A
140    
# Line 501  Line 502 
502  public do_choke( id )  public do_choke( id )
503  {  {
504          new target = client_data[id][GRABBED]          new target = client_data[id][GRABBED]
505          if( client_data[id][FLAGS] & CDF_NO_CHOKE /*|| id == target*/ || target > MAXPLAYERS) return          if( client_data[id][FLAGS] & CDF_NO_CHOKE || id == target || target > MAXPLAYERS) return
506    
507          new dmg = get_pcvar_num( p_choke_dmg )          new dmg = get_pcvar_num( p_choke_dmg )
508          new Float:vec[3]          new vec[3]
509          get_target_origin_f( target )          FVecIVec( get_target_origin_f( target ), vec )
510    
511          message_begin( MSG_ONE, SVC_SCREENSHAKE, _, target )          message_begin( MSG_ONE, SVC_SCREENSHAKE, _, target )
512          write_short( 999999 ) //amount          write_short( 999999 ) //amount
# Line 527  Line 528 
528          write_byte( 0 ) //damage armor          write_byte( 0 ) //damage armor
529          write_byte( dmg ) //damage health          write_byte( dmg ) //damage health
530          write_long( DMG_CRUSH ) //damage type          write_long( DMG_CRUSH ) //damage type
531          write_coord( floatround( vec[0] ) ) //origin[x]          write_coord( vec[0] ) //origin[x]
532          write_coord( floatround( vec[1] ) ) //origin[y]          write_coord( vec[1] ) //origin[y]
533          write_coord( floatround( vec[2] ) ) //origin[z]          write_coord( vec[2] ) //origin[z]
534          message_end( )          message_end( )
535    
536          message_begin( MSG_BROADCAST, SVC_TEMPENTITY )          message_begin( MSG_BROADCAST, SVC_TEMPENTITY )
537          write_byte( TE_BLOODSTREAM )          write_byte( TE_BLOODSTREAM )
538          write_coord( floatround( vec[0] ) ) //pos.x          write_coord( vec[0] ) //pos.x
539          write_coord( floatround( vec[1] ) ) //pos.y          write_coord( vec[1] ) //pos.y
540          write_coord( floatround( vec[2] ) + 15 ) //pos.z          write_coord( vec[2] + 15 ) //pos.z
541          write_coord( random_num( 0, 255 ) ) //vec.x          write_coord( random_num( 0, 255 ) ) //vec.x
542          write_coord( random_num( 0, 255 ) ) //vec.y          write_coord( random_num( 0, 255 ) ) //vec.y
543          write_coord( random_num( 0, 255 ) ) //vec.z          write_coord( random_num( 0, 255 ) ) //vec.z

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