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#define SF_BRUSH_ROTATE_Z_AXIS 4 |
#define SF_BRUSH_ROTATE_X_AXIS 8 |
#define SF_PENDULUM_AUTO_RETURN 16 |
#define SF_PENDULUM_PASSABLE 32 |
#define SF_BRUSH_ROTATE_SMALLRADIUS 128 |
#define SF_BRUSH_ROTATE_MEDIUMRADIUS 256 |
#define SF_BRUSH_ROTATE_LARGERADIUS 512 |
// triggers |
#define SF_TRIGGER_ALLOWMONSTERS 1 // Monsters allowed to fire this trigger |
#define SF_TRIGGER_NOCLIENTS 2 // Players not allowed to fire this trigger |
#define SF_TRIGGER_PUSHABLES 4 // Only pushables can fire this trigger |
#define SF_TRIG_PUSH_ONCE 1 |
// func_breakable |
#define SF_BREAK_TRIGGER_ONLY 1 // May only be broken by trigger |
#define SF_BREAK_TOUCH 2 // Can be 'crashed through' by running player (plate glass) |
#define SF_BREAK_PRESSURE 4 // Can be broken by a player standing on it |
#define SF_BREAK_CROWBAR 256 // Instant break if hit with crowbar |
// func_pushable (it's also func_breakable, so don't collide with those flags) |
#define SF_PUSH_BREAKABLE 128 |
// light_spawn |
#define SF_LIGHT_START_OFF 1 |
#define SPAWNFLAG_NOMESSAGE 1 |
#define SPAWNFLAG_NOTOUCH 1 |
#define SPAWNFLAG_DROIDONLY 4 |
#define SPAWNFLAG_USEONLY 1 // Can't be touched, must be used (buttons) |
// Monster Spawnflags |
#define SF_MONSTER_WAIT_TILL_SEEN 1 // Spawnflag that makes monsters wait until player can see them before attacking |
#define SF_MONSTER_GAG 2 // No idle noises from this monster |
#define SF_MONSTER_HITMONSTERCLIP 4 |
#define SF_MONSTER_PRISONER 16 // Monster won't attack anyone, no one will attacke him |
#define SF_MONSTER_WAIT_FOR_SCRIPT 128 // Spawnflag that makes monsters wait to check for attacking until the script is done or they've been attacked |
#define SF_MONSTER_PREDISASTER 256 // This is a predisaster scientist or barney; influences how they speak |
#define SF_MONSTER_FADECORPSE 512 // Fade out corpse after death |
#define SF_MONSTER_FALL_TO_GROUND 0x80000000 |
#define SF_MONSTER_TURRET_AUTOACTIVATE 32 |
#define SF_MONSTER_TURRET_STARTINACTIVE 64 |
#define SF_MONSTER_WAIT_UNTIL_PROVOKED 64 // Don't attack the player unless provoked |
// info_decal |
#define SF_DECAL_NOTINDEATHMATCH 2048 |
// worldspawn |
#define SF_WORLD_DARK 0x0001 // Fade from black at startup |
#define SF_WORLD_TITLE 0x0002 // Display game title at startup |
#define SF_WORLD_FORCETEAM 0x0004 // Force teams |
// Set this bit on guns and stuff that should never respawn |
#define SF_NORESPAWN (1<<30) |
This tutorial is for an engine-to-fakemeta conversion for the functions set_speak() and get_speak(). |
First, we'll start off by defining the variables. |
Code: |
#include <amxmodx> |
#include <fakemeta> |
#define SPEAK_MUTED 0 |
#define SPEAK_NORMAL 1 |
#define SPEAK_ALL 2 |
#define SPEAK_LISTENALL 4 |
#define SPEAK_TEAM 8 |
Now, "What is 'SPEAK_TEAM' ?" |
SPEAK_TEAM is a new one that I have thought up myself. |
It acts as if alltalk is on, but only for that team. |
Example: |
I'm dead, and I can still talk to my alive teammates, but not to the other team. |
Now, we will need to create a variable so each player can have his/her own flag. |
And, we will need to reset the player's flag to SPEAK_NORMAL when he/she enters. |
Code: |
new g_iSpeakFlags[33]; |
public client_connect(id) |
{ |
g_iSpeakFlags[id] = SPEAK_NORMAL; |
} |
We will need some functions to get and set the player's speak mode. |
Code: |
#define fm_get_speak(%1) g_iSpeakFlags[%1] |
#define fm_set_speak(%1, %2) g_iSpeakFlags[%1] = %2 |
fm_get_speak(index) - returns a player's speak mode |
fm_set_speak(index, iSpeakFlag) - sets a player's speak mode |
To hook when a player talks, we will need to register the forward FM_Voice_SetClientListening. |
Code: |
public plugin_init() |
{ |
register_forward(FM_Voice_SetClientListening, "fwd_FM_Voice_SetClientListening"); |
} |