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if (longjump) {
engfunc(EngFunc_SetPhysicsKeyValue, index, "slj", "1")
if (tempicon) {
static msgid_itempickup
if (!msgid_itempickup)
msgid_itempickup = get_user_msgid("ItemPickup")
message_begin(MSG_ONE, msgid_itempickup, _, index)
write_string("item_longjump")
message_end()
}
}
else
engfunc(EngFunc_SetPhysicsKeyValue, index, "slj", "0")
}
#define WEAPON_SUIT 31
stock bool:fm_get_user_suit(index) {
return bool:(!(!(pev(index, pev_weapons) & (1<<WEAPON_SUIT)))) // i'm not insane, this is a trick!
}
stock fm_set_user_suit(index, bool:suit = true, bool:sound = true) {
new weapons = pev(index, pev_weapons)
if (!suit)
set_pev(index, pev_weapons, weapons & ~(1<<WEAPON_SUIT))
else if (!(weapons & (1<<WEAPON_SUIT))) {
set_pev(index, pev_weapons, weapons | (1<<WEAPON_SUIT))
if (sound)
emit_sound(index, CHAN_VOICE, "items/tr_kevlar.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
}
}
#define FEV_RELIABLE (1<<1)
#define FEV_GLOBAL (1<<2)
// removes all created decals and players' corpses from the world
// set a specific index to remove decals only for the given client
stock fm_cs_remove_decals(index = 0) {
static eventindex_decal_reset
if (!eventindex_decal_reset)
eventindex_decal_reset = engfunc(EngFunc_PrecacheEvent, 1, "events/decal_reset.sc")
new flags = FEV_RELIABLE
if (!index)
flags |= FEV_GLOBAL
engfunc(EngFunc_PlaybackEvent, flags, index, eventindex_decal_reset, 0.0, Float:{0.0, 0.0, 0.0}, Float:{0.0, 0.0, 0.0}, 0.0, 0.0, 0, 0, 0, 0)
}
// checks whether the entity's classname is equal to the passed classname
stock bool:fm_is_ent_classname(index, const classname[]) {
if (!pev_valid(index))
return false
new class[32]
pev(index, pev_classname, class, sizeof class - 1)
if (equal(class, classname))
return true
return false
}
// the same as AMXX's core user_kill but fixes the issue when the scoreboard doesn't update immediately if flag is set to 1
stock fm_user_kill(index, flag = 0) {
if (flag) {
new Float:frags
pev(index, pev_frags, frags)
set_pev(index, pev_frags, ++frags)
}
dllfunc(DLLFunc_ClientKill, index)
return 1
}
// returns a degree angle between player-to-point and player's view vectors
stock Float:fm_get_view_angle_diff(index, const Float:point[3]) {
new Float:vec[3], Float:ofs[3], Float:aim[3]
pev(index, pev_origin, vec)
pev(index, pev_view_ofs, ofs)
xs_vec_add(vec, ofs, vec)
xs_vec_sub(point, vec, vec)
xs_vec_normalize(vec, vec)
pev(index, pev_v_angle, aim)
engfunc(EngFunc_MakeVectors, aim)
global_get(glb_v_forward, aim)
return xs_vec_angle(vec, aim)
}
// gets a weapon type of the linked to weaponbox weapon_* entity
stock fm_get_weaponbox_type(entity) {
static max_clients, max_entities
if (!max_clients)
max_clients = global_get(glb_maxClients)
if (!max_entities)
max_entities = global_get(glb_maxEntities)