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Ip cs 1.6 zombie escape
Ip cs 1.6 zombie escape







ip cs 1.6 zombie escape

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#Ip cs 1.6 zombie escape verification

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ip cs 1.6 zombie escape

C:\Users\rappe\Desktop\SCRIPTING-ZE1.2\zp_extra_PlasmaGun.sma(100) : error 017: undefined symbol "register_touch" C:\Users\rappe\Desktop\SCRIPTING-ZE1.2\zp_extra_PlasmaGun.sma(99) : error 017: undefined symbol "register_think" VStart = vOrigin + vForward * forw + vRight * right + vUp * upĬode: Select all //// zp_extra_PlasmaGun.sma Pev(id, pev_v_angle, vAngle) // if normal entity ,use pev_anglesĪngle_vector(vAngle, ANGLEVECTOR_FORWARD, vForward) //or use EngFunc_AngleVectorsĪngle_vector(vAngle, ANGLEVECTOR_RIGHT, vRight)Īngle_vector(vAngle, ANGLEVECTOR_UP, vUp) Static Float:vOrigin, Float:vAngle, Float:vForward, Float:vRight, Float:vUp Stock get_position(id,Float:forw, Float:right, Float:up, Float:vStart) Set_pev(Ent, pev_nextthink, halflife_time() + 0.1)Įntity_set_string(Ent, EV_SZ_classname, PLASMABALL_CLASSNAME)Įngfunc(EngFunc_SetModel, Ent, WeaponFiles) Set_pev(Ent, pev_fuser1, get_gametime() + 3.0) Set_pev(Ent, pev_iuser2, Get_SpecialTeam(id, cs_get_user_team(id))) Set_pev(Ent, pev_iuser1, id) // Better than pev_owner Set_pev(Ent, pev_rendermode, kRenderTransAdd) Static Ent Ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "env_sprite")) Static Float:StartOrigin, Float:TargetOrigin, Float:MyVelocity, Float:VecLength Write_byte(Get_BitVar(g_Had_Plasma, Id) ? CSW_PLASMA : CSW_AK47) Write_byte(Get_BitVar(g_Had_Plasma, Id) ? 200 : 90) Write_string(Get_BitVar(g_Had_Plasma, Id) ? "weapon_plasmagun" : "weapon_ak47") Message_begin(MSG_ONE_UNRELIABLE, g_Msg_WeaponList, _, Id) If(pev(Ent, pev_impulse) = WEAPON_SECRETCODE) Set_pdata_float(Id, 83, WEAPONTIME_RELOAD, 5) Static Ammo Ammo = cs_get_weapon_ammo(Ent) Public fw_TraceAttack_Player(Victim, Attacker, Float:Damage, Float:Direction, Ptr, DamageBits) If(get_user_weapon(Attacker) != CSW_PLASMA || !Get_BitVar(g_Had_Plasma, Attacker)) Public fw_TraceAttack_World(Victim, Attacker, Float:Damage, Float:Direction, Ptr, DamageBits) Set_pev(weapon, pev_impulse, WEAPON_SECRETCODE)Įngfunc(EngFunc_SetModel, entity, W_MODEL) Static weapon weapon = fm_find_ent_by_owner(-1, weapon_plasma, entity) Pev(entity, pev_classname, Classname, sizeof(Classname)) If(get_user_weapon(invoker) != CSW_PLASMA || !Get_BitVar(g_Had_Plasma, invoker))Įngfunc(EngFunc_PlaybackEvent, flags | FEV_HOSTONLY, invoker, eventid, delay, origin, angles, fparam1, fparam2, iParam1, iParam2, bParam1, bParam2) Public fw_PlaybackEvent(flags, invoker, eventid, Float:delay, Float:origin, Float:angles, Float:fparam1, Float:fparam2, iParam1, iParam2, bParam1, bParam2) Set_cd(cd_handle, CD_flNextAttack, get_gametime() + 0.001) If(get_user_weapon(id) = CSW_PLASMA & Get_BitVar(g_Had_Plasma, id))

ip cs 1.6 zombie escape

Public fw_UpdateClientData_Post(id, sendweapons, cd_handle) #define Get_BitVar(%1,%2) (%1 & (1 PLASMA_RADIUS)ĮxecuteHamB(Ham_TakeDamage, i, 0, Attacker, float(DAMAGE) / random_float(1.25, 1.5), DMG_ACID)

ip cs 1.6 zombie escape

#define PLASMABALL_CLASSNAME "plasmaball" #define WEAPONANIM_SHOOT random_num(3, 5) #define WEAPON_OLD_WMODEL "models/w_ak47.mdl" New const MuzzleFlash = "sprites/muzzleflash27.spr" #define V_MODEL "models/v_plasmagun2.mdl"









Ip cs 1.6 zombie escape