搜索
查看: 3562|回复: 1

关于zombie icon的问题

[复制链接]
发表于 2011-7-31 22:58:50 | 显示全部楼层 |阅读模式 来自 中国–湖北–武汉
本帖最后由 Osker Lee 于 2011-7-31 23:25 编辑

最近研究了一下僵尸插件,我想让人类变成僵尸的时候,屏幕会出现一个zombie icon图标(如图示),我拿某个单体僵尸插件改了一下,结果可以显示icon图标。但有一个问题就是:当我由僵尸变回人类时,那个icon依然还存在,一直不消失。请问有高人知道怎么解决这个问题吗?
#include <amxmodx>
#include <xs>
#include <fakemeta>
#include <hamsandwich>
#include <zombieplague>

#define SUPPORT_BOT_TO_USE

new const zclass_name[] = { "Zombie Class: Healer" }
new const zclass_info[] = { "=Press 'R' to heal=" }
new const zclass_model[] = { "zombie_healer" }
new const zclass_clawmodel[] = { "v_knife_healer.mdl" }
const zclass_health = 5000
const zclass_speed = 240
const Float:zclass_gravity = 1.0
const Float:zclass_knockback = 1.0

new const HealSound[] = { "zombie_plague/td_debuff.wav" }

new g_zclass_kuca
new kuca_skill_cooldown, kuca_skill_range, kuca_skill_heal_point
new Float:eyes_skill[33]
new heal_spr

public plugin_init()
{
        register_plugin("[ZP] Class: Healer", "1.0", "I don't know")
       
        kuca_skill_cooldown = register_cvar("zp_kuca_cooldown", "20.0")
        kuca_skill_range = register_cvar("zp_kuca_heal_range", "300")
        kuca_skill_heal_point = register_cvar("zp_kuca_heal_hp_percentage", "10")
       
        register_forward(FM_CmdStart, "fw_CmdStart")
        register_forward(FM_PlayerPreThink, "fw_PlayerPreThink")
       
        register_event("ResetHUD","NewRound","be")
        register_event("DeathMsg", "Death", "a")
}

public plugin_precache()
{
        precache_sound(HealSound)
        heal_spr = precache_model("sprites/zombie_plague/zombie_healer.spr")
        g_zclass_kuca = zp_register_zombie_class(zclass_name, zclass_info, zclass_model, zclass_clawmodel, zclass_health, zclass_speed, zclass_gravity, zclass_knockback)
}

stock ChatColor(const id, const input[], any:...)
{
        new count = 1, players[32]
        static msg[191]
        vformat(msg, 190, input, 3)
       
        replace_all(msg, 190, "!g", "^4") // Green Color
        replace_all(msg, 190, "!y", "^1") // Default Color
        replace_all(msg, 190, "!team", "^3") // Team Color
        replace_all(msg, 190, "!team2", "^0") // Team2 Color
       
        if (id) players[0] = id; else get_players(players, count, "ch")
        {
        for (new i = 0; i < count; i++)
        {
                if (is_user_connected(players))
                {
                        message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("SayText"), _, players)
                        write_byte(players);
                        write_string(msg);
                        message_end();
                }
        }
}
}

public zp_user_infected_post(id, infector)
{
        if (zp_get_user_zombie_class(id) == g_zclass_kuca)
        {
        set_hud_spr(id,1)
        ChatColor(id, "!g[Zombie Healer]!yPress 'R' to heal yourself and teamates!Healing Range: %.1f,Restore HP: %d%,Cooldowng Time: %.1f.", get_pcvar_float(kuca_skill_range), get_pcvar_num(kuca_skill_heal_point), get_pcvar_float(kuca_skill_cooldown))
        }
}

set_hud_spr(id,status)
{
        message_begin(MSG_ONE_UNRELIABLE,get_user_msgid("StatusIcon"),{0,0,0},id);
        write_byte(status); // status (0=hide, 1=show, 2=flash)
        write_string("dmg_bio"); // sprite name
        write_byte(0); // red
        write_byte(255); // green
        write_byte(0); // blue
        message_end();
}

public zp_user_humanized_post(id)
{
        clear(id)
}

public Death()
{
        new id = read_data(2)
        clear(id)
}

public NewRound(id)
{
        clear(id)
}

public client_connect(id)
{
        clear(id)
}

public client_disconnect(id)
{
        clear(id)
}

public clear(id)
{
        eyes_skill[id] = 0.0
}

public fw_CmdStart(id, uc_handle, seed)
{
        if (!is_user_alive(id))
                return FMRES_IGNORED;
       
        if (!zp_get_user_zombie(id) || zp_get_user_zombie_class(id) != g_zclass_kuca)
                return FMRES_IGNORED;
       
        if (zp_get_user_nemesis(id))
                return FMRES_IGNORED;
       
        static button, oldbutton, i
        button = get_uc(uc_handle, UC_Buttons)
        oldbutton = pev(id, pev_oldbuttons)
       
        if ((button & IN_RELOAD) && !(oldbutton & IN_RELOAD))
        {
                if (get_gametime() - eyes_skill[id] < get_pcvar_float(kuca_skill_cooldown))
                {
                        ChatColor(id, "!g[Zpmbie Healer]!yDuring the cooldown...")
                        return FMRES_IGNORED;
                }
               
                for(i = 1; i <= get_playersnum(); i++)
                        if(id != i && is_user_alive(i) && zp_get_user_zombie(i) && !zp_get_user_nemesis(i))
                                if (is_in_view(id, i) && get_range(id, i) <= get_pcvar_float(kuca_skill_range))
                                        heal_zombie(i)
                heal_zombie(id)
                eyes_skill[id] = get_gametime()
        }
       
        #if defined SUPPORT_BOT_TO_USE
        if (is_user_bot(id))
        {
                if (get_gametime() - eyes_skill[id] < get_pcvar_float(kuca_skill_cooldown))
                        return FMRES_IGNORED;
               
                static bool:need_heal_in_view[33]
                for(i = 1; i <= get_playersnum(); i++)
                if(id != i && is_user_alive(i) && zp_get_user_zombie(i) && !zp_get_user_nemesis(i))       
                if (pev(i, pev_health) <= float(zp_get_zombie_maxhealth(i))*(100-get_pcvar_float(kuca_skill_heal_point))/100)
                if (is_in_view(id, i) && get_range(id, i) <= get_pcvar_float(kuca_skill_range))
                need_heal_in_view[id] = true
               
                if (need_heal_in_view[id] || pev(id, pev_health) <= float(zp_get_zombie_maxhealth(id))*(100-get_pcvar_float(kuca_skill_heal_point))/100)
                {
                        for(i = 1; i <= get_playersnum(); i++)
                                if(id != i && is_user_alive(i) && zp_get_user_zombie(i) && !zp_get_user_nemesis(i))
                                        if (is_in_view(id, i) && get_range(id, i) <= get_pcvar_float(kuca_skill_range))
                                                heal_zombie(i)
                        heal_zombie(id)
                        need_heal_in_view[id] = false
                        eyes_skill[id] = get_gametime()
                }
        }
        #endif
       
        return FMRES_HANDLED;
}

public heal_zombie(id)
{
        show_spr(id)
        engfunc(EngFunc_EmitSound, id, CHAN_AUTO, HealSound, 1.0, ATTN_NORM, 0, PITCH_NORM)
        if (pev(id, pev_health) < float(zp_get_zombie_maxhealth(id)))
                set_pev(id, pev_health, floatmin(pev(id, pev_health) + float(zp_get_zombie_maxhealth(id))*get_pcvar_float(kuca_skill_heal_point)/100, float(zp_get_zombie_maxhealth(id))))
}

public fw_PlayerPreThink(id)
{
        if (!is_user_alive(id)) return FMRES_IGNORED;
       
        if (zp_get_user_nemesis(id)) return FMRES_IGNORED;
       
        if (!zp_get_user_zombie(id) || zp_get_user_zombie_class(id) != g_zclass_kuca) return FMRES_IGNORED;
       
        if (get_gametime() - eyes_skill[id] >= get_pcvar_float(kuca_skill_cooldown) && get_gametime() - eyes_skill[id] < get_pcvar_float(kuca_skill_cooldown)+0.1)
                ChatColor(id, "!g[Zombie Healer]!yNow you can use your skill again!")
       
        return FMRES_IGNORED;
}

stock Float:get_range(index, target)
{
        static Float:origin1[3], Float:origin2[3]
        pev(index, pev_origin, origin1)
        pev(target, pev_origin, origin2)
       
        return get_distance_f(origin1,origin2)
}

stock show_spr(id)
{
        static Float:origin[3]
        pev(id, pev_origin, origin)
        engfunc(EngFunc_MessageBegin,MSG_BROADCAST,SVC_TEMPENTITY,origin,0)
        write_byte(TE_SPRITE)
        engfunc(EngFunc_WriteCoord,origin[0])
        engfunc(EngFunc_WriteCoord,origin[1])
        engfunc(EngFunc_WriteCoord,origin[2]+16)
        write_short(heal_spr)
        write_byte(10)
        write_byte(255)
        message_end()
}

stock bool:is_in_view(index, target, ignoremonsters = 1)
{
        if (index == target) return false;

        new Float:angles[3];
        pev(index, pev_angles, angles);
        engfunc(EngFunc_MakeVectors, angles);
        global_get(glb_v_forward, angles);
        angles[2] = 0.0;

        new Float:origin[3], Float:point[3], Float:diff[3], Float:norm[3], Float:view_ofs[3];
        pev(index, pev_origin, origin);
        pev(target, pev_origin, point);
        xs_vec_sub(point, origin, diff);
        diff[2] = 0.0;
        xs_vec_normalize(diff, norm);

        pev(index, pev_view_ofs, view_ofs);
        xs_vec_add(origin, view_ofs, origin);

        engfunc(EngFunc_TraceLine, origin, point, ignoremonsters, index, 0);

        new Float:dot, Float:fov;
        dot = xs_vec_dot(norm, angles);
        pev(index, pev_fov, fov);

        new Float:fraction;
        get_tr2(0, TR_flFraction, fraction);

        if (dot >= floatcos(fov * M_PI / 360) && fraction == 1.0)
                return true;

        return false;
}

本帖子中包含更多资源

您需要 登录 才可以下载或查看,没有账号?注个册吧

×
发表于 2011-8-1 09:36:31 | 显示全部楼层 来自 中国–北京–北京–海淀区
变回人类时,用一下
set_hud_spr(id, 0)
回复

使用道具 举报

游客
回复
您需要登录后才可以回帖 登录 | 注个册吧

快速回复 返回顶部 返回列表