--- grab_plus.sma 2007/11/21 04:12:55 27 +++ grab_plus.sma 2007/11/21 18:04:40 28 @@ -17,7 +17,7 @@ -------------------------------------------------------------------------------- http://ian.cammarata.us/projects/grab_plus -Nov 16 08:08 +Nov 21 11:03 Description: @@ -102,9 +102,10 @@ Change Log: Key (+ added | - removed | c changed | f fixed) -v1.2.3 (Nov ??, 2007) +v1.2.3 (Nov 21, 2007) c: A few more small optimizations. -f: Fixed bad message disconnect error when players get choked. ( stupid SVC_DAMAGE define ) +f: Bloodstream for choke wasn't aligned with player. +f: Bad message disconnect error when players were choked. ( stupid SVC_DAMAGE define ) v1.2.2 (Nov 16, 2007) c: A few small code optimizations. @@ -133,7 +134,7 @@ #include #include -new const VERSION[ ] = "1.2.3RC" +new const VERSION[ ] = "1.2.3" new const TRKCVAR[ ] = "grab_plus_version" #define ADMIN ADMIN_LEVEL_A @@ -501,11 +502,11 @@ public do_choke( id ) { new target = client_data[id][GRABBED] - 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 new dmg = get_pcvar_num( p_choke_dmg ) - new Float:vec[3] - get_target_origin_f( target ) + new vec[3] + FVecIVec( get_target_origin_f( target ), vec ) message_begin( MSG_ONE, SVC_SCREENSHAKE, _, target ) write_short( 999999 ) //amount @@ -527,16 +528,16 @@ write_byte( 0 ) //damage armor write_byte( dmg ) //damage health write_long( DMG_CRUSH ) //damage type - write_coord( floatround( vec[0] ) ) //origin[x] - write_coord( floatround( vec[1] ) ) //origin[y] - write_coord( floatround( vec[2] ) ) //origin[z] + write_coord( vec[0] ) //origin[x] + write_coord( vec[1] ) //origin[y] + write_coord( vec[2] ) //origin[z] message_end( ) message_begin( MSG_BROADCAST, SVC_TEMPENTITY ) write_byte( TE_BLOODSTREAM ) - write_coord( floatround( vec[0] ) ) //pos.x - write_coord( floatround( vec[1] ) ) //pos.y - write_coord( floatround( vec[2] ) + 15 ) //pos.z + write_coord( vec[0] ) //pos.x + write_coord( vec[1] ) //pos.y + write_coord( vec[2] + 15 ) //pos.z write_coord( random_num( 0, 255 ) ) //vec.x write_coord( random_num( 0, 255 ) ) //vec.y write_coord( random_num( 0, 255 ) ) //vec.z