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这是OP雷达上看见所有人的插件源码。
admin_radar.AMXX
但是我改了之后只有警察能看见土匪。
我做土匪却看不见警察
然后打警察过段时间。
就什么也看不见。
只能看见自己队友。
如果不改,开F就会显示字节错误,
请高手指点
/* * * * * * * * * * * * * * * * * * * * * * * *
* Admin_radar, by BlueRaja (AMX Mod X) *
* *
* Special thanks to Damaged Soul *
* - not just for helping me when I needed it, *
* but for putting up with all my shit ^_^ *
* *
* (c) Copyright 2004 *
* This file is provided as is (no warranties) *
* * * * * * * * * * * * * * * * * * * * * * * */
//a few fixes by seather, auto refreshing
//Includes
#include <amxmodx>
#include <cstrike> //used for cs_get_user_team
//Defines
#define ACCESS_LEVEL ADMIN_RCON //Default required admin level - don't want too many admins to have it, for the sake of speed
#define REFRESH_TIME 1.0 / ount of time, in seconds, between radar-refreshings
//Messages
new gmsgBombDrop //Dropping of the bomb
new gmsgHostagePos //Position of hostage(s)
new gmsgHostageK //Hostage has been killed
//Globals
new g_aAdminList[32], g_iAdminNum
new g_aCTList[32], g_iCTNum
new g_aTList[32], g_iTNum
new g_iEnemyCounter, g_iHostageCounter //Both are used for keeping track of the enemy
new g_iHostageModNum //Number with which to modulus hostage number; used to,
//if there are less than 4 T's, kill a fake-hostage blip.
new bool:g_bBombHeld
//Refreshes the list of admins
public refresh_admin()
{
new aTemp[32], iTempNum
get_players(aTemp, iTempNum, "c")/ bots
g_iAdminNum=0
for (new i=0; i<iTempNum; i++) {
if (get_user_flags(aTemp)&ACCESS_LEVEL) {
g_aAdminList[g_iAdminNum]=aTemp
g_iAdminNum++
}//end if
}//end for
return PLUGIN_HANDLED
}//end refresh_admin
//Refresh list of terrorists
public refresh_t() {
get_players(g_aTList, g_iTNum, "ae", "TERRORIST")
if (g_iTNum<4 && g_iHostageModNum!=g_iTNum) {
g_iHostageModNum=g_iTNum //Only modulus with this number now
//If there are three players left, then we want to fake-kill the fourth fake-hostage,
//so that there aren't two blips on the radar for one player
for(new i=0; i<g_iAdminNum; i++) {
if (cs_get_user_team(g_aAdminList)==CS_TEAM_CT) {
message_begin(MSG_ONE, gmsgHostageK, {0,0,0}, g_aAdminList)
write_byte(g_iTNum+1) //Hostage to take off of radar
message_end()
}//end if
}//end for
}//end if
}//end refresh_t()
//Refresh list of CT's
#define refresh_ct() get_players(g_aCTList, g_iCTNum, "ae", "CT")
//I wanted the above to be an inline function, but I don't think Small supports that,
// so I used a macro instead
//This function will be called every second; it should display a single blip for a certain player
public radar_event(id)
{
if(!g_iAdminNum || !g_iCTNum || !g_iTNum) return PLUGIN_HANDLED
new iEnemyT = g_aTList[g_iEnemyCounter%g_iTNum] / cle through the living Ts
new iCoordsT[3]
get_user_origin(iEnemyT, iCoordsT)
new iEnemyCT = g_aCTList[g_iEnemyCounter++%g_iCTNum]
new iCoordsCT[3]
get_user_origin(iEnemyCT, iCoordsCT)
new iHostageNum = (g_iHostageCounter++)%g_iHostageModNum + 1
for(new i=0; i<g_iAdminNum; i++)
{
//At this point, we know we want to send the message to the admin
if (cs_get_user_team(g_aAdminList)==CS_TEAM_T) {
if (g_bBombHeld) { //If bomb is on the ground, the admins need to see it on their radar
message_begin(MSG_ONE, gmsgBombDrop, {0,0,0}, g_aAdminList)
write_coord(iCoordsCT[0]) //X Coordinate
write_coord(iCoordsCT[1]) //Y Coordinate
write_coord(iCoordsCT[2]) //Z Coordinate
write_byte(0) / ? This byte seems to always be 0...so, w/e
message_end()
}
}
else { //assume player is CT
message_begin(MSG_ONE, gmsgHostagePos, {0,0,0}, g_aAdminList)
write_byte(1) / idea what this byte does; I think it has something to do with whether or not the hostage is following someone
write_byte(iHostageNum) //The number of the hostage, 1-4
write_coord(iCoordsT[0]) //X Coordinate
write_coord(iCoordsT[1]) //Y Coordinate
write_coord(iCoordsT[2]) //Z Coordinate
message_end()
}//end if
}//end for
return PLUGIN_HANDLED
}//end radar_event
//Called at round start
public RoundStart()
{
new Float:fRoundTime = get_cvar_float("mp_roundtime") * 60.0
new iTimeLeft = read_data(1)
if (fRoundTime == iTimeLeft) { //Roundstart after freezetime
g_iHostageCounter = 0
g_iEnemyCounter = 0
g_iHostageModNum = 4
g_bBombHeld = true
refresh_t()
refresh_ct()
//The hostage "killed" is only #(g_iTNum+1); however, apparently when the engine receieves a HostagePos message,
//It assumes there are four hostages. Therefore, when playing with less than three people, the hostages not represented
//by players and not yet killed are set, by default, at the center of the map. To fix this, I'll have to kill hostage #4
//(if there are two players) or hostages #3 & #4 (if there is only one player)
if (g_iTNum<3) {
for (new i=g_iTNum+2; i<=4; i++) {
for(new j=0; j<g_iAdminNum; j++) {
message_begin(MSG_ONE, gmsgHostageK, {0,0,0}, g_aAdminList[j])
write_byte(i) //Hostage to take off of radar
message_end()
}//end for
}//end for
}//end if
}//end if
return PLUGIN_CONTINUE
}//end RoundStart
//Initialization
public plugin_init()
{
gmsgBombDrop = get_user_msgid("DropBb这里是改了之后,没改的时候是BombDrop")
gmsgHostagePos = get_user_msgid("HostagePos")
gmsgHostageK = get_user_msgid("HostageK")
register_event("RoundTime", "RoundStart", "bc")
register_event("BombDrop", "Bomb_Drop", "bc")
register_event("BombPickup", "Bomb_Pickup", "bc")
register_plugin("Admin Radar","1.1","BlueRaja")
register_concmd("amx_radar_refresh","refresh_admin",ACCESS_LEVEL," - refresh admin slots(adminradar)")
set_task(REFRESH_TIME, "radar_event", _, _, _, "b")
set_task( 2.0, "refresh_admin",_,_,_, "b" )
return PLUGIN_CONTINUE
}
//refresh list on client connect/disconnect
public client_authorized(id)
{
refresh_admin()
}
public client_disconnect(id)
{
refresh_admin()
refresh_t()
refresh_ct()
}
//Refresh list of players on client death
public client_kill(id)//Called when a player kills himself
{
if (cs_get_user_team(id)==CS_TEAM_T) {
refresh_t()
}
else{
refresh_ct()
}
}
public client_death(killer, victim, weapon, hitplace, TK) //Called when a player dies
{
if (cs_get_user_team(victim)==CS_TEAM_T) {
refresh_t()
}
else{
refresh_ct()
}
}
public Bomb_Drop()
{
g_bBombHeld = false
}
public Bomb_Pickup()
{
g_bBombHeld = true
}
:cry: :cry: :cry: |
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