Serwery wiaderko.com Zwiń / Rozwiń kategorię

HashJama [TP] 193.33.176.148:27015 | tp.wiaderko.com status serwera HashJama [TP] połącz

HashJama CS:GO [DM] 193.33.176.53:27015 | dm.wiaderko.com status serwera HashJama CS:GO [DM] połącz

HashJama CS:GO [FFA] 193.33.176.15:27015 | ffa.wiaderko.com status serwera HashJama CS:GO FFA [FFA] połącz

HashJama [TeamSpeak 3] 62.210.99.220:9987 | ts.wiaderko.com status serwera HashJama [TP ELITE] 62.210.99.220:27015 połącz

SPONSOR:
pukawka.pl

Nabór na JUNIOR ADMINA forum - Więcej informacji > Klik <
Pokaż wyniki od 1 do 3 z 3
  1. #1
    Spamer Awatar kubaszekr38
    Dołączył
    Nov 2011
    Wiek
    19
    Posty
    113
    Thanks
    0
    Thanked 0 Times in 0 Posts

    Domyślnie Plugin admin esp na serwer kazdy na kazdego..

    Cześć ;D Pobrałem plugin amin esp ( Admin spec esp - Pluginy AMXX - AMXX.pl: Support AMX Mod X ), tylko, że jest jeden problem, ja mam serwer każdy na każdego i nie wiem jak przerobić go, aby widzieć każdego.. Czyli jak obserwuję gracza CT, to żeby ten esp działał na graczy TT i CT. Proszę o pomoc, jak coś, kod tutaj:

    Kod:
    /* AMX Mod X - Script
    *
    *	Admin Spectator ESP v1.3
    *	Copyright (C) 2006 by KoST
    *
    *	this plugin along with its compiled version can de downloaded here:
    *	http://www.amxmodx.org/forums/viewtopic.php?t=24787	
    *	
    *
    *  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., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
    *  or download here: http://www.gnu.org/licenses/gpl.txt
    *
    *  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.
    */
    //--------------------------------------------------------------------------------------------------
    
    #include <amxmodx>
    #include <engine>
    
    // Here you can adjust the required admin level if needed
    // there is a list of all levels http://www.amxmodx.org/funcwiki.php?go=module&id=1#const_admin
    
    #define REQUIRED_ADMIN_LEVEL ADMIN_KICK
    
    //--------------------------------------------------------------------------------------------------
    
    #define PLUGIN "Admin Spectator ESP"
    #define VERSION "1.3"
    #define AUTHOR "KoST"
    
    enum {
    	ESP_ON=0,
    	ESP_LINE,
    	ESP_BOX,
    	ESP_NAME,
    	ESP_HEALTH_ARMOR,
    	ESP_WEAPON,
    	ESP_CLIP_AMMO,
    	ESP_DISTANCE,
    	ESP_TEAM_MATES,
    	ESP_AIM_VEC,
    }
    
    new bool:admin[33] // is/is not admin
    new bool:first_person[33] //is/is not in first person view
    new spec[33] // spec[player_id]=the players id if
    new laser // precached model
    new max_players // if you start hlds with +maxplayers 20 for example this would be 20
    new team_colors[4][3]={{0,0,0},{150,0,0},{0,0,150},{0,150,0}} 
    new esp_colors[5][3]={{0,255,0},{100,60,60},{60,60,100},{255,0,255},{128,128,128}}
    new bool:ducking[33] //is/is not player ducked
    new damage_done_to[33] //damage_done_to[p1]=p2 // p1 has hit p2
    new view_target[33] // attackers victim
    new bool:admin_options[33][10] // individual esp options
    new bool:is_in_menu[33] // has esp menu open
    
    // weapon strings
    new weapons[30][10]={"None","P228","Scout","HE","XM1014","C4",
    	"MAC-10","AUG","Smoke","Elite","Fiveseven",
    	"UMP45","SIG550","Galil","Famas","USP",
    	"Glock","AWP","MP5","M249","M3","M4A1",
    	"TMP","G3SG1","Flash","Deagle","SG552",
    	"AK47","Knife","P90"}
    
    public plugin_precache(){
    	laser=precache_model("sprites/laserbeam.spr") 
    }
    
    public plugin_init(){
    	register_plugin(PLUGIN,VERSION,AUTHOR)
    	server_print("^n^t%s v%s, Copyright (C) 2006 by %s^n",PLUGIN,VERSION,AUTHOR)
    	
    	// cvars
    	register_cvar("esp","1")
    	register_cvar("esp_timer","0.3")
    	register_cvar("esp_allow_all","0")
    	register_cvar("esp_disable_default_keys","0")
    	register_cvar("aesp_version",VERSION,FCVAR_SERVER|FCVAR_UNLOGGED|FCVAR_SPONLY)
    	
    	// client commands
    	register_clcmd("esp_menu","cmd_esp_menu",REQUIRED_ADMIN_LEVEL,"Shows ESP Menu")
    	register_clcmd("esp_toggle","cmd_esp_toggle",REQUIRED_ADMIN_LEVEL,"Toggle ESP on/off")
    	register_clcmd("say /esp_menu","cmd_esp_menu",REQUIRED_ADMIN_LEVEL,"Shows ESP Menu")
    	register_clcmd("say /esp_toggle","cmd_esp_toggle",REQUIRED_ADMIN_LEVEL,"Toggle ESP on/off")
    	register_clcmd("esp_settings","cmd_esp_settings",REQUIRED_ADMIN_LEVEL," ESP adasdsassdasd")
    	
    	
    	// events
    	register_event("StatusValue","spec_target","bd","1=2")
    	register_event("SpecHealth2","spec_target","bd")
    	register_event("TextMsg","spec_mode","b","2&#Spec_Mode")
    	register_event("Damage", "event_Damage", "b", "2!0", "3=0", "4!0")
    	register_event("ResetHUD", "reset_hud_alive", "be")
    	
    	
    	// menu
    	new keys=MENU_KEY_0|MENU_KEY_1|MENU_KEY_2|MENU_KEY_3|MENU_KEY_4|MENU_KEY_5|MENU_KEY_6|MENU_KEY_7|MENU_KEY_8|MENU_KEY_9
    	register_menucmd(register_menuid("Admin Specator ESP"),keys,"menu_esp")
    	
    	max_players=get_maxplayers()
    	
    	// start esp_timer for the first time
    	set_task(1.0,"esp_timer")
    } 
    
    public reset_hud_alive(id){
    	spec[id]=0
    	return PLUGIN_CONTINUE
    }
    
    public cmd_esp_settings(id){
    	if (admin[id]){
    		new out[11]
    		read_argv(1,out,10)
    		new len=strlen(out) 	
    		for (new i=0;i<len;i++){
    			if (out[i]=='1'){
    				admin_options[id][i]=true
    			}else{
    				admin_options[id][i]=false
    			}
    		}
    	}
    }
    
    public cmd_esp_menu(id){
    	if (admin[id] && get_cvar_num("esp")==1){
    		show_esp_menu(id)
    	}
    }
    
    public cmd_esp_toggle(id){
    	if (admin[id] && get_cvar_num("esp")==1){
    		change_esp_status(id,!admin_options[id][0])
    	}
    }
    
    public show_esp_menu(id){
    	is_in_menu[id]=true
    	new menu[301]
    	new keys=MENU_KEY_0|MENU_KEY_1|MENU_KEY_2|MENU_KEY_3|MENU_KEY_4|MENU_KEY_5|MENU_KEY_6|MENU_KEY_7|MENU_KEY_8|MENU_KEY_9
    	new onoff[2][]={{"\roff\w"},{"\yon\w"}} // \r=red \y=yellow \w white
    	new text[2][]={{"(use move forward/backward to switch on/off)"},{"(use esp_toggle command to toggle)"}} // \r=red \y=yellow \w white
    	new text_index=get_cvar_num("esp_disable_default_keys")
    	if (text_index!=1) text_index=0
    	format(menu, 300, "Admin Specator ESP^nis %s %s^n^n1. Line is %s^n2. Box is %s^n3. Name is %s^n4. Health/Armor is %s^n5. Weapon is %s^n6. Clip/Ammo is %s^n7. Distance is %s^n8. Show TeamMates is %s^n9. Show AimVector is %s^n^n0. Exit",
    	onoff[admin_options[id][ESP_ON]],
    	text[text_index],
    	onoff[admin_options[id][ESP_LINE]],
    	onoff[admin_options[id][ESP_BOX]],
    	onoff[admin_options[id][ESP_NAME]],
    	onoff[admin_options[id][ESP_HEALTH_ARMOR]],
    	onoff[admin_options[id][ESP_WEAPON]],
    	onoff[admin_options[id][ESP_CLIP_AMMO]],
    	onoff[admin_options[id][ESP_DISTANCE]],
    	onoff[admin_options[id][ESP_TEAM_MATES]],
    	onoff[admin_options[id][ESP_AIM_VEC]])
    	show_menu(id,keys,menu)
    	
    	return PLUGIN_HANDLED
    }
    
    public menu_esp(id,key){
    	if (key==9){ // exit
    		is_in_menu[id]=false
    		return PLUGIN_HANDLED
    	}
    	// toggle esp options
    	if (admin_options[id][key+1]){
    		admin_options[id][key+1]=false
    		}else{
    		admin_options[id][key+1]=true
    	}
    	show_esp_menu(id)
    	return PLUGIN_HANDLED
    }
    
    public event_Damage(id){
    	if (id>0) {
    		new attacker=get_user_attacker(id)
    		if (attacker>0 && attacker<=max_players){ 
    			if (view_target[attacker]==id){
    				damage_done_to[attacker]=id
    			}
    		}
    	}
    	return PLUGIN_CONTINUE
    }
    
    public spec_mode(id){
    	// discover if in first_person_view
    	new specMode[12]
    	read_data(2,specMode,11)
    	
    	if(equal(specMode,"#Spec_Mode4")){
    		first_person[id]=true
    		}else{
    		first_person[id]=false
    	}
    	return PLUGIN_CONTINUE
    }
    
    public spec_target(id){
    	if (id>0){
    		new target=read_data(2)
    		if (target!=0){
    			spec[id]=target
    		}
    	}
    	return PLUGIN_CONTINUE
    }
    
    public client_putinserver(id){
    	first_person[id]=false
    	if ((get_user_flags(id) & REQUIRED_ADMIN_LEVEL) || get_cvar_num("esp_allow_all")==1){
    		admin[id]=true
    		init_admin_options(id)
    		
    		}else{
    		admin[id]=false
    	}
    }
    
    public init_admin_options(id){
    	
    	for (new i=0;i<10;i++){
    		admin_options[id][i]=true
    	}
    	admin_options[id][ESP_TEAM_MATES]=false
    	load_vault_data(id)
    }
    
    public save2vault(id){
    	if (admin[id]){
    		new authid[35]
    		get_user_authid (id,authid,34) 
    		new tmp[11]
    	
    		for (new s=0;s<10;s++){
    		
    			if (admin_options[id][s]){
    				tmp[s]='1';
    			}else{
    				tmp[s]='0';
    			}
    		}
    		tmp[10]=0
    
    		//server_print("STEAMID: %s OPTIONS: %s",authid,tmp);
    		new key[41]
    		format(key,40,"AESP_%s",authid) 
    		
    		set_vaultdata(key,tmp)
    	}
    }
    
    public load_vault_data(id){
    	if (admin[id]){
    		new data[11]
    		new authid[35]
    		get_user_authid (id,authid,34)
    		new key[41]
    		format(key,40,"AESP_%s",authid) 
    		get_vaultdata(key,data,10)
    		if (strlen(data)>0){
    			for (new s=0;s<10;s++){
    				if (data[s]=='1'){
    					admin_options[id][s]=true
    				}else{
    					admin_options[id][s]=false
    				}
    			}
    		}
    	}	
    	
    }
    
    public client_disconnect(id){
    	save2vault(id)
    	admin[id]=false
    	spec[id]=0
    }
    
    public change_esp_status(id,bool:on){
    	if (on){
    		admin_options[id][0]=true
    		if (!is_in_menu[id]) client_print(id,print_chat,"[%s] ON",PLUGIN)
    		if (is_in_menu[id]) show_esp_menu(id)
    	}else{
    		admin_options[id][0]=false
    		if (!is_in_menu[id]) client_print(id,print_chat,"[%s] OFF",PLUGIN)
    		if (is_in_menu[id]) show_esp_menu(id)
    	}
    }
    
    public client_PreThink(id){
    	if (!is_user_connected(id)) return PLUGIN_CONTINUE
    	
    	new button=get_user_button(id)
    	if (button==0) return PLUGIN_CONTINUE // saves a lot of cpu
    	
    	new oldbutton=get_user_oldbutton(id)
    	
    	if (button & IN_DUCK){
    		ducking[id]=true
    		}else{
    		ducking[id]=false
    	}
    	
    	if ((get_cvar_num("esp")==1) && (get_cvar_num("esp_disable_default_keys")!=1)){
    		if (admin[id]){
    			if (first_person[id] && !is_user_alive(id)){
    				if ((button & IN_RELOAD) && !(oldbutton & IN_RELOAD)){
    					show_esp_menu(id)
    				}
    				if ((button & IN_FORWARD)  && !(oldbutton & IN_FORWARD) && !admin_options[id][0]){
    					change_esp_status(id,true)
    				}
    				if ((button & IN_BACK)  && !(oldbutton & IN_BACK) && admin_options[id][0]){
    					change_esp_status(id,false)
    				}
    			}
    		}
    	}
    	return PLUGIN_CONTINUE
    }
    
    public draw_aim_vector(i,s,len){
    	new Float:endpoint[3]
    	new tmp[3]
    	new Float:vec1[3]
    	get_user_origin(s, tmp, 1)
    	IVecFVec(tmp,vec1)
    	vec1[2]-=6.0
    	VelocityByAim(s,len,endpoint) // get aim vector
    	addVec(endpoint,vec1) // add origin to get absolute coordinates
    	make_TE_BEAMPOINTS(i,4,vec1,endpoint,10,0,255)
    	return PLUGIN_CONTINUE
    }
    
    public esp_timer(){
    	
    	if (get_cvar_num("esp")!=1) { // if esp is not 1, it is off
    		set_task(1.0,"esp_timer") // check for reactivation in 1 sec intervals
    		return PLUGIN_CONTINUE
    	}
    	
    	for (new i=1;i<=max_players;i++){ // loop through players
    		
    		if (admin_options[i][ESP_ON] && first_person[i] && is_user_connected(i) && admin[i] && (!is_user_alive(i)) && (spec[i]>0) && is_user_alive(spec[i])){ // :)
    			
    			new spec_id=spec[i]
    			new Float:my_origin[3] 
    			entity_get_vector(i,EV_VEC_origin,my_origin) // get origin of spectating admin
    			new my_team
    			my_team=get_team(spec_id) // get team of spectated :)
    			
    			new Float:smallest_angle=180.0 
    			new smallest_id=0
    			new Float:xp=2.0,Float:yp=2.0 // x,y of hudmessage
    			new Float:dist
    			
    			for (new s=1;s<=max_players;s++){ // loop through the targets
    				if (is_user_alive(s)){ // target must be alive
    					new target_team=get_team(s) // get team of target
    					if (!(target_team==3)){ //if not spectator
    						if (spec_id!=s){ // do not target myself
    							// if the target is in the other team and not spectator
    							
    							if (((my_team!=target_team && (target_team==1 || target_team==2)) || admin_options[i][ESP_TEAM_MATES])){
    								
    								new Float:target_origin[3]
    								// get origin of target
    								entity_get_vector(s,EV_VEC_origin,target_origin)
    								
    								
    								// get distance from me to target
    								new Float:distance=vector_distance(my_origin,target_origin)
    								
    								if (admin_options[i][ESP_LINE]){
    									
    									new width
    									if (distance<2040.0){
    										// calculate width according to distance
    										width=(255-floatround(distance/8.0))/3
    										}else{
    										width=1
    									}	
    									// create temp_ent
    									make_TE_BEAMENTPOINT(i,target_origin,width,target_team)
    								}
    								
    								
    								// get vector from me to target
    								new Float:v_middle[3]
    								subVec(target_origin,my_origin,v_middle)
    								
    								// trace from me to target, getting hitpoint
    								new Float:v_hitpoint[3]
    								trace_line (-1,my_origin,target_origin,v_hitpoint)
    								
    								// get distance from me to hitpoint (nearest wall)
    								new Float:distance_to_hitpoint=vector_distance(my_origin,v_hitpoint)
    								
    								// scale
    								new Float:scaled_bone_len
    								if (ducking[spec_id]){
    									scaled_bone_len=distance_to_hitpoint/distance*(50.0-18.0)
    									}else{
    									scaled_bone_len=distance_to_hitpoint/distance*50.0
    								}
    								scaled_bone_len=distance_to_hitpoint/distance*50.0
    								
    								new Float:scaled_bone_width=distance_to_hitpoint/distance*150.0
    								
    								new Float:v_bone_start[3],Float:v_bone_end[3]
    								new Float:offset_vector[3]
    								// get the point 10.0 units away from wall
    								normalize(v_middle,offset_vector,distance_to_hitpoint-10.0) // offset from wall
    								
    								// set to eye level
    								new Float:eye_level[3]
    								copyVec(my_origin,eye_level)
    								
    								if (ducking[spec_id]){
    									eye_level[2]+=12.3
    									}else{
    									eye_level[2]+=17.5
    								}
    								
    								
    								addVec(offset_vector,eye_level)
    								
    								// start and end of green box
    								copyVec(offset_vector,v_bone_start)
    								copyVec(offset_vector,v_bone_end)
    								v_bone_end[2]-=scaled_bone_len
    								
    								new Float:distance_target_hitpoint=distance-distance_to_hitpoint
    								
    								new actual_bright=255
    								
    								if (admin_options[i][ESP_BOX]){
    									// this is to make green box darker if distance is larger
    									if (distance_target_hitpoint<2040.0){
    										actual_bright=(255-floatround(distance_target_hitpoint/12.0))
    										
    										}else{
    										actual_bright=85
    									}	
    									new color
    									if (distance_to_hitpoint!=distance){ // if no line of sight
    										color=0
    										}else{ // if line of sight
    										color=target_team
    									}
    									
    									if (damage_done_to[spec_id]==s) {
    										color=3
    										damage_done_to[spec_id]=0
    									}
    									make_TE_BEAMPOINTS(i,color,v_bone_start,v_bone_end,floatround(scaled_bone_width),target_team,actual_bright)
    								}
    								
    								
    								if (admin_options[i][ESP_AIM_VEC] || admin_options[i][ESP_NAME] || admin_options[i][ESP_HEALTH_ARMOR] || admin_options[i][ESP_WEAPON] || admin_options[i][ESP_CLIP_AMMO] || admin_options[i][ESP_DISTANCE]){
    									
    									
    									new Float:ret[2]
    									new Float:x_angle=get_screen_pos(spec_id,v_middle,ret)
    									
    									// find target with the smallest distance to crosshair (on x-axis)
    									if (smallest_angle>floatabs(x_angle)){
    										if (floatabs(x_angle)!=0.0){
    											smallest_angle=floatabs(x_angle)
    											view_target[spec_id]=s
    											smallest_id=s // store nearest target id..
    											xp=ret[0] // and x,y coordinates of hudmessage
    											yp=ret[1]
    											dist=distance
    										}
    									}
    								}
    							}
    						}
    					}
    				}
    			} // inner player loop end
    			if (!is_user_alive(smallest_id)) {
    				smallest_id=0
    				xp=-1.0
    			}
    			if (smallest_id>0 && admin_options[i][ESP_AIM_VEC]){
    				draw_aim_vector(i,smallest_id,2000)
    			}
    			if (xp>0.0 && xp<=1.0 && yp>0.0 && yp<=1.0){ // if in visible range
    				// show the player info
    				set_hudmessage(255, 255, 0, floatabs(xp), floatabs(yp), 0, 0.0, get_cvar_float("esp_timer"), 0.0, 0.0, 2)
    				
    				new name[37]=""
    				new tmp[33]
    				get_user_name(smallest_id,tmp,32)
    				if (admin_options[i][ESP_NAME]){
    					format(name,36,"[%s]^n",tmp)
    				}
    				
    				
    				new health[25]=""
    				if (admin_options[i][ESP_HEALTH_ARMOR]){
    					new hp=get_user_health(smallest_id)
    					new armor=get_user_armor(smallest_id)
    					format(health,24,"health: %d armor: %d^n",hp,armor)
    				}
    				
    				
    				new clip_ammo[22]=""
    				new clip,ammo
    				new weapon_id=get_user_weapon(smallest_id,clip,ammo)
    				if (admin_options[i][ESP_CLIP_AMMO]){
    					format(clip_ammo,21,"clip: %d ammo: %d^n",clip,ammo)
    				}
    				
    				new weapon_name[21]=""
    				if (admin_options[i][ESP_WEAPON]){
    					if ((weapon_id-1)<0 || (weapon_id-1)>29) weapon_id=1
    					format(weapon_name,20,"weapon: %s^n",weapons[weapon_id-1])
    					//copy(weapon_name,9,weapons[weapon_id-1])
    				}
    				
    				new str_dist[19]
    				if (admin_options[i][ESP_DISTANCE]){
    					format(str_dist,18,"distance: %d^n",floatround(dist))
    				}
    				
    				show_hudmessage(i, "%s%s%s%s%s",name,health,weapon_name,clip_ammo,str_dist)
    			}
    		}
    	}
    	set_task(get_cvar_float("esp_timer"),"esp_timer") // keep it going
    	return PLUGIN_CONTINUE	
    }
    
    public Float:get_screen_pos(id,Float:v_me_to_target[3],Float:Ret[2]){
    	new Float:v_aim[3]
    	VelocityByAim(id,1,v_aim) // get aim vector
    	new Float:aim[3]
    	copyVec(v_aim,aim) // make backup copy of v_aim
    	v_aim[2]=0.0 // project aim vector vertically to x,y plane
    	new Float:v_target[3]
    	copyVec(v_me_to_target,v_target)
    	v_target[2]=0.0 // project target vector vertically to x,y plane
    	// both v_aim and v_target are in the x,y plane, so angle can be calculated..
    	new Float:x_angle
    	new Float:x_pos=get_screen_pos_x(v_target,v_aim,x_angle) // get the x coordinate of hudmessage..
    	new Float:y_pos=get_screen_pos_y(v_me_to_target,aim) // get the y coordinate of hudmessage..
    	Ret[0]=x_pos 
    	Ret[1]=y_pos
    	return x_angle
    }
    
    public Float:get_screen_pos_x(Float:target[3],Float:aim[3],&Float:xangle){
    	new Float:x_angle=floatacos(vectorProduct(aim,target)/(getVecLen(aim)*getVecLen(target)),1) // get angle between vectors
    	new Float:x_pos
    	//this part is a bit tricky..
    	//the problem is that the 'angle between vectors' formula returns always positive values
    	//how can be determined if the target vector is on the left or right side of the aim vector? with only positive angles?
    	//the solution:
    	//the scalar triple product returns the volume of the parallelepiped that is created by three input vectors
    	//
    	//i used the aim and target vectors as the first two input parameters
    	//and the third one is a vector pointing straight upwards [0,0,1]
    	//if now the target is on the left side of spectator origin the created parallelepipeds volume is negative 
    	//and on the right side positive
    	//now we can turn x_angle into a signed value..
    	if (scalar_triple_product(aim,target)<0.0) x_angle*=-1 // make signed
    	if (x_angle>=-45.0 && x_angle<=45.0){ // if in fov of 90
    		x_pos=1.0-(floattan(x_angle,degrees)+1.0)/2.0 // calulate y_pos of hudmessage
    		xangle=x_angle
    		return x_pos
    	}
    	xangle=0.0
    	return -2.0
    }
    
    public Float:get_screen_pos_y(Float:v_target[3],Float:aim[3]){
    	new Float:target[3]
    	
    	// rotate vector about z-axis directly over the direction vector (to get height angle)
    	rotateVectorZ(v_target,aim,target)
    	
    	// get angle between aim vector and target vector
    	new Float:y_angle=floatacos(vectorProduct(aim,target)/(getVecLen(aim)*getVecLen(target)),1) // get angle between vectors
    	
    	new Float:y_pos
    	new Float:norm_target[3],Float:norm_aim[3]
    	
    	// get normalized target and aim vectors
    	normalize(v_target,norm_target,1.0)
    	normalize(aim,norm_aim,1.0)
    	
    	//since the 'angle between vectors' formula returns always positive values
    	if (norm_target[2]<norm_aim[2]) y_angle*=-1 //make signed
    	
    	if (y_angle>=-45.0 && y_angle<=45.0){ // if in fov of 90
    		y_pos=1.0-(floattan(y_angle,degrees)+1.0)/2.0 // calulate y_pos of hudmessage
    		if (y_pos>=0.0 && y_pos<=1.0) return y_pos
    	}
    	return -2.0
    }
    
    public get_team(id){
    	new team[2]
    	get_user_team(id,team,1)
    	switch(team[0]){
    		case 'T':{
    			return 1
    		}
    		case 'C':{
    			return 2
    		}
    		case 'S':{
    			return 3
    		}
    		default:{}
    	}
    	return 0
    }
    
    // Vector Operations -------------------------------------------------------------------------------
    
    public Float:getVecLen(Float:Vec[3]){
    	new Float:VecNull[3]={0.0,0.0,0.0}
    	new Float:len=vector_distance(Vec,VecNull)
    	return len
    }
    
    public Float:scalar_triple_product(Float:a[3],Float:b[3]){
    	new Float:up[3]={0.0,0.0,1.0}
    	new Float:Ret[3]
    	Ret[0]=a[1]*b[2]-a[2]*b[1]
    	Ret[1]=a[2]*b[0]-a[0]*b[2]
    	Ret[2]=a[0]*b[1]-a[1]*b[0]
    	return vectorProduct(Ret,up)
    }
    
    public normalize(Float:Vec[3],Float:Ret[3],Float:multiplier){
    	new Float:len=getVecLen(Vec)
    	copyVec(Vec,Ret)
    	Ret[0]/=len
    	Ret[1]/=len
    	Ret[2]/=len
    	Ret[0]*=multiplier
    	Ret[1]*=multiplier
    	Ret[2]*=multiplier
    }
    
    public rotateVectorZ(Float:Vec[3],Float:direction[3],Float:Ret[3]){
    	// rotates vector about z-axis
    	new Float:tmp[3]
    	copyVec(Vec,tmp)
    	tmp[2]=0.0
    	new Float:dest_len=getVecLen(tmp)
    	copyVec(direction,tmp)
    	tmp[2]=0.0
    	new Float:tmp2[3]
    	normalize(tmp,tmp2,dest_len)
    	tmp2[2]=Vec[2]
    	copyVec(tmp2,Ret)
    }
    
    public Float:vectorProduct(Float:Vec1[3],Float:Vec2[3]){
    	return Vec1[0]*Vec2[0]+Vec1[1]*Vec2[1]+Vec1[2]*Vec2[2]
    }
    
    public copyVec(Float:Vec[3],Float:Ret[3]){
    	Ret[0]=Vec[0]
    	Ret[1]=Vec[1]
    	Ret[2]=Vec[2]
    }
    
    public subVec(Float:Vec1[3],Float:Vec2[3],Float:Ret[3]){
    	Ret[0]=Vec1[0]-Vec2[0]
    	Ret[1]=Vec1[1]-Vec2[1]
    	Ret[2]=Vec1[2]-Vec2[2]
    }
    
    public addVec(Float:Vec1[3],Float:Vec2[3]){
    	Vec1[0]+=Vec2[0]
    	Vec1[1]+=Vec2[1]
    	Vec1[2]+=Vec2[2]
    }
    
    // Temporary Entities ------------------------------------------------------------------------------
    // there is a list of much more temp entities at: http://djeyl.net/forum/index.php?act=Attach&type=post&id=290870
    // all messages are sent with MSG_ONE_UNRELIABLE flag to avoid overflow in case of very low esp_timer setting and much targets
    
    public make_TE_BEAMPOINTS(id,color,Float:Vec1[3],Float:Vec2[3],width,target_team,brightness){
    	message_begin(MSG_ONE_UNRELIABLE ,SVC_TEMPENTITY,{0,0,0},id) //message begin
    	write_byte(0)
    	write_coord(floatround(Vec1[0])) // start position
    	write_coord(floatround(Vec1[1]))
    	write_coord(floatround(Vec1[2]))
    	write_coord(floatround(Vec2[0])) // end position
    	write_coord(floatround(Vec2[1]))
    	write_coord(floatround(Vec2[2]))
    	write_short(laser) // sprite index
    	write_byte(3) // starting frame
    	write_byte(0) // frame rate in 0.1's
    	write_byte(floatround(get_cvar_float("esp_timer")*10)) // life in 0.1's
    	write_byte(width) // line width in 0.1's
    	write_byte(0) // noise amplitude in 0.01's
    	write_byte(esp_colors[color][0])
    	write_byte(esp_colors[color][1])
    	write_byte(esp_colors[color][2])
    	write_byte(brightness) // brightness)
    	write_byte(0) // scroll speed in 0.1's
    	message_end()
    }
    
    public make_TE_BEAMENTPOINT(id,Float:target_origin[3],width,target_team){
    	message_begin(MSG_ONE_UNRELIABLE,SVC_TEMPENTITY,{0,0,0},id)
    	write_byte(1)
    	write_short(id)
    	write_coord(floatround(target_origin[0]))
    	write_coord(floatround(target_origin[1]))
    	write_coord(floatround(target_origin[2]))
    	write_short(laser)
    	write_byte(1)		
    	write_byte(1)
    	write_byte(floatround(get_cvar_float("esp_timer")*10))
    	write_byte(width)
    	write_byte(0)
    	write_byte(team_colors[target_team][0])
    	write_byte(team_colors[target_team][1])
    	write_byte(team_colors[target_team][2])
    	write_byte(255)
    	write_byte(0)
    	message_end()
    }

  2. #2
    Adminus pospolitus Awatar naven
    Dołączył
    Jan 2008
    Wiek
    25
    Posty
    10,802
    Thanks
    31
    Thanked 652 Times in 605 Posts

    Domyślnie Re: Plugin admin esp na serwer kazdy na kazdego..

    Bodajże "W" (+forward) się klika i zmienia ustawienie tego.
    Najlepszy hosting Hidden Content href="Hidden Content target="_blank">tutaj
    Konfiguracja amxx, instalacja pluginów, pisanie pluginów AMXX. Więcej info na Hidden Content

    "At the end of the day, there are always going to be mental disorders and people who cause violence for no other reason than the fact that they're fucked up and lost. And all we can do is try to learn from it." Corey Taylor.

  3. #3
    Spamer Awatar kubaszekr38
    Dołączył
    Nov 2011
    Wiek
    19
    Posty
    113
    Thanks
    0
    Thanked 0 Times in 0 Posts

    Domyślnie Odp: Plugin admin esp na serwer kazdy na kazdego..

    kurcze faktycznie jest to w opcjacj na serwie tego pluga, dzieki ziomus :)

Podobne wątki

  1. Plugin Dm [KAZDY NA KAZDEGO]
    By jakub19961 in forum Problem z pluginem AMX/AMXX
    Odpowiedzi: 2
    Ostatni post / autor: 20-02-2011, 18:21
  2. DESTREZA [DM/kazdy na kazdego/
    By WOLLE™ in forum Archiwum serwerów Counter Strike
    Odpowiedzi: 1
    Ostatni post / autor: 13-03-2009, 18:44
  3. Serwer do gry Kazdy na Kazdego Zapraszam do gry
    By Grzesiek95 in forum Archiwum serwerów Counter Strike
    Odpowiedzi: 0
    Ostatni post / autor: 15-02-2009, 12:59

Odwiedzający poszukiwali:

admin spectator esp kazdemu

Uprawnienia umieszczania postów

  • Nie możesz zakładać nowych tematów
  • Nie możesz pisać wiadomości
  • Nie możesz dodawać załączników
  • Nie możesz edytować swoich postów
  •