09.03.2013, 15:14
I CreateDynamicObject, MoveDynamicObject, GetDynamicObjectPos and IsValidDynamicObject this includes the use Streamer.inc.But compiled perfectly.Once inside the server object, blink disappeared and appeared to repeat.
Current PAWN version 0.3D.
've Been using the below code. Please, please fix this problem.
Current PAWN version 0.3D.
've Been using the below code. Please, please fix this problem.
PHP Code:
#include <a_samp>
#include <Dini>
#include <gameinfo>
#include <utils>
#include <morphinc>
#include <veh>
#include <Streamer>
#include <audio>
new Ticket[M_P];
forward HoldingFire();
enum weapParts
{
WeapId,
allow,
Float:range,
Float:wide,
damageMin,
damageMax,
cutting,
instaGib,
continua,
mnsg[150]
};
new weapL[55][weapParts]=
{
// ID allow range wide dMin dMax cutting insGib continua msng
{0, true, 1.0, 45.0, 5, 10, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~HIT!"},
{WEAPON_BRASSKNUCKLE, true, 1.5, 45.0, 5, 15, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~HIT!"},
{WEAPON_GOLFCLUB, true, 2.0, 35.0, 20, 25, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~HIT!"},
{WEAPON_NITESTICK, true, 1.5, 35.0, 10, 15, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~HIT!"},
{WEAPON_KNIFE, true, 1.5, 15.0, 10, 15, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~HIT!"},
{WEAPON_BAT, true, 2.0, 35.0, 10, 15, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~HIT!"},
{WEAPON_SHOVEL, true, 2.0, 35.0, 10, 25, true, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~HIT!"},
{WEAPON_POOLSTICK, true, 2.0, 35.0, 10, 15, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~HIT!"},
{WEAPON_KATANA, true, 2.0, 45.0, 20, 45, true, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~HIT!"},
{WEAPON_CHAINSAW, true, 2.5, 35.0, 20, 35, true, false, true, "~n~~n~~n~~n~~n~~n~~n~~r~HIT!"},
{WEAPON_DILDO, false, 0.0, 0.0, 0, 0, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~Dont Hit"},
{WEAPON_DILDO2, false, 0.0, 0.0, 0, 0, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~Dont Hit"},
{WEAPON_VIBRATOR, false, 0.0, 0.0, 0, 0, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~Dont Hit"},
{WEAPON_VIBRATOR2, false, 0.0, 0.0, 0, 0, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~Dont Hit"},
{WEAPON_FLOWER, false, 0.0, 0.0, 0, 0, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~Dont Hit"},
{WEAPON_CANE, true, 2.0, 35.0, 10, 15, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~HIT!"},
{WEAPON_GRENADE, true, 30.0, 35.0, 10, 100, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~Hit"},
{WEAPON_TEARGAS, false, 0.0, 0.0, 0, 0, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~Dont Hit"},
{WEAPON_MOLTOV, false, 0.0, 0.0, 0, 0, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~Dont Hit"},
{-1, false, 0.0, 0.0, 0, 0, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~Dont Hit"},
{-1, false, 0.0, 0.0, 0, 0, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~Dont Hit"},
{-1, false, 0.0, 0.0, 0, 0, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~Dont Hit"},
{WEAPON_COLT45, true, 20.0, 7.0, 10, 15, false, false, true, "~n~~n~~n~~n~~n~~n~~n~~r~HIT!"},
{WEAPON_SILENCED, true, 20.0, 3.0, 10, 15, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~HIT!"},
{WEAPON_DEAGLE, true, 30.0, 10.0, 15, 25, false, true, true, "~n~~n~~n~~n~~n~~n~~n~~r~HIT!"},
{WEAPON_SHOTGUN, true, 18.0, 7.0, 10, 25, true, true, true, "~n~~n~~n~~n~~n~~n~~n~~r~HIT!"},
{WEAPON_SAWEDOFF, true, 12.0, 10.0, 12, 18, true, true, true, "~n~~n~~n~~n~~n~~n~~n~~r~HIT!"},
{WEAPON_SHOTGSPA, true, 18.0, 7.0, 25, 45, true, true, true, "~n~~n~~n~~n~~n~~n~~n~~r~HIT!"},
{WEAPON_UZI, false, 0.0, 0.0, 0, 0, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~Dont Hit"},
{WEAPON_MP5, false, 0.0, 0.0, 0, 0, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~Dont Hit"},
{WEAPON_AK47, false, 0.0, 0.0, 0, 0, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~Dont Hit"},
{WEAPON_M4, false, 0.0, 0.0, 0, 0, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~Dont Hit"},
{WEAPON_TEC9, false, 0.0, 0.0, 0, 0, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~Dont Hit"},
{WEAPON_RIFLE, true, 50.0, 2.0, 0, 50, false, true, true, "~n~~n~~n~~n~~n~~n~~n~~r~HIT!"},
{WEAPON_SNIPER, true, 100.0, 1.0, 0, 60, false, true, false, "~n~~n~~n~~n~~n~~n~~n~~r~HIT!"},
{WEAPON_ROCKETLAUNCHER, false, 0.0, 0.0, 0, 0, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~Dont Hit"},
{WEAPON_HEATSEEKER, false, 0.0, 0.0, 0, 0, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~Dont Hit"},
{WEAPON_FLAMETHROWER, true, 8.0, 15.0, 10, 20, false, false, true, "~n~~n~~n~~n~~n~~n~~n~~r~HIT!"},
{WEAPON_MINIGUN, true, 25.0, 3.0, 1, 99, true, true, true, "~n~~n~~n~~n~~n~~n~~n~~r~HIT!"},
{WEAPON_SATCHEL, false, 0.0, 0.0, 0, 0, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~Dont Hit"},
{WEAPON_BOMB, false, 0.0, 0.0, 0, 0, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~Dont Hit"},
{WEAPON_SPRAYCAN, true, 2.0, 25.0, 10, 0, false, false, true, "~n~~n~~n~~n~~n~~n~~n~~r~HIT!"},
{WEAPON_FIREEXTINGUISHER,true, 3.5, 15.0, 10, 0, false, false, true, "~n~~n~~n~~n~~n~~n~~n~~r~HIT!"},
{WEAPON_CAMERA, false, 0.0, 0.0, 0, 0, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~Dont Hit"},
{-1, false, 0.0, 0.0, 0, 0, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~Dont Hit"},
{-1, false, 0.0, 0.0, 0, 0, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~Dont Hit"},
{WEAPON_PARACHUTE, false, 0.0, 0.0, 0, 0, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~Dont Hit"},
{-1, false, 0.0, 0.0, 0, 0, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~Dont Hit"},
{-1, false, 0.0, 0.0, 0, 0, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~Dont Hit"},
{WEAPON_VEHICLE, false, 0.0, 0.0, 0, 0, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~Dont Hit"},
{-1, false, 0.0, 0.0, 0, 0, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~Dont Hit"},
{-1, false, 0.0, 0.0, 0, 0, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~Dont Hit"},
{-1, false, 0.0, 0.0, 0, 0, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~Dont Hit"},
{WEAPON_DROWN, false, 0.0, 0.0, 0, 0, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~Dont Hit"},
{WEAPON_COLLISION, false, 0.0, 0.0, 0, 0, false, false, false, "~n~~n~~n~~n~~n~~n~~n~~r~Dont Hit"}
};
new NOFZombies=0;
new TOTALZombies=9999;
new Float:Zspeed = 2.9;
new ZTimerSpeed = 500;
new Float:vaiven = 5.0;
new Float:X,Float:Y,Float:Z;
#define MAX_ZOMBIES 9999
#define brazo1 1
#define brazo2 2
#define pierna1 4
#define pierna2 8
enum zombiParts
{
rArm,
lArm,
rLeg,
lLeg,
head,
torso,
pedazos,
HP,
Float:ArmAngle,
Float:ArmStatus,
Float:angulo,
Float:speed,
LegsH,
undead,
target
};
new zombie[MAX_ZOMBIES][zombiParts];
enum zombiPos
{
partModel,
Float:RelX,
Float:RelY,
Float:RelZ,
Float:RelrX,
Float:RelrY,
Float:RelrZ
}
enum zpart
{
rLegZ,
rArmZ,
torsoZ,
lArmZ,
headZ,
lLegZ
}
new z1[zpart][zombiPos]=
{
{2905,-0.115479,-0.023924, -1.280131, -90.000000, 90.000000,0.000000},
{2906, -0.218995, 0.200928, -0.253135, 0.000000, 180.000000, 0.000000},
{2907, -0.032227, -0.045897, -0.544213, 270.000000, 0.000000, 0.000000},
{2906, 0.187987, 0.158448, -0.265793, 0.000000, 0.000000, 0.000000},
{2908, 0.000000, 0.000000, 0.000000, 270.000000, 90.000000, 0.000000},
{2905, 0.101074, -0.012694, -1.288253, 270.000000, 90.000000, 0.000000}
};
new z2[6][zombiPos]=
{
{2905, 0.005614, -0.110107, -1.280131, -90.000000, 90.000000, 90.000000},
{2906, -0.148926, -0.180663, -0.253135, 0.000000, 180.000000, 90.000000},
{2907, 0.047852, -0.039061, -0.544213, 270.000000, 0.000000, 90.000000},
{2906, -0.152343, 0.171387, -0.265793, 0.000000, 0.000000, 90.000000},
{2908, 0.000000, 0.000000, 0.000000, 270.000000, 90.000000, 90.000000},
{2905, 0.000977, 0.090332, -1.288253, 270.000000, 90.000000, 90.000000}
};
enum zArm
{
Float:AZ,
Float:AA
};
enum tipo
{
der,
izq
};
new A1[tipo][zArm]=
{
{-0.253135,0.0},
{-0.265793,0.0}
};
new A2[tipo][zArm]=
{
{-0.359635, -90.0},
{-0.338874, -90.0}
};
forward zombieAtaca(playerid);
forward attacknearest();
new TimerAtaca=-1;
new TimerAPO=-1;
new PlayerDeath[M_P];
new CatchZombie[M_P]; // 잡기퀘스트 변수
new Float:itemx,Float:itemy,Float:itemz;
new Float:rex,Float:rey,Float:rez;
new apocalipsis = false;
enum WeaponType
{
pWeapId,
pAmmo
};
new WeaponList[M_P][12][WeaponType];
new LastWeaponUsed[M_P];
forward QuitarArmasZombie(playerid);
forward DevolverArmasZombie(playerid);
forward CreateRandomZombie();
#define delay 500
new lstring[256];
new lstr[256];
public attacknearest()
{
new Float:pX,Float:pY,Float:pZ;
new Float:distNew,Float:distOld;
new candidato;
for (new j=0;j<TOTALZombies;j++)
{
if (zombie[j][undead])
{
distOld=9999.9;
candidato=-1;
GetDynamicObjectPos(zombie[j][head],X,Y,Z);
for(new i=0;i<MAX_PLAYERS;i++)
{
if(IsPlayerConnected(i))
{
GetPlayerPos(i,pX,pY,pZ);
distNew = floatabs(pX-X) + floatabs(pY-Y);
if (distNew<distOld)
{
distOld = distNew;
candidato = i;
}
}
}
if (distOld>100.0)
{
DestroyDynamicObject(zombie[j][head]);
DestroyDynamicObject(zombie[j][rLeg]);
DestroyDynamicObject(zombie[j][lLeg]);
DestroyDynamicObject(zombie[j][rArm]);
DestroyDynamicObject(zombie[j][lArm]);
DestroyDynamicObject(zombie[j][torso]);
NOFZombies--;
zombie[j][undead]=false;
SetTimer("CreateRandomZombie",1000,0);
}
zombie[j][target]=candidato;
}
}
}
//------------------------------------------------------------------------------
CrearZombie(Float:pX,Float:pY,Float:pZ,Float:angle)
{
new Float:PEPE = floatsin((angle*3.14159/180.0));
new Float:PIPO = floatcos((angle*3.14159/180.0));
if (NOFZombies<TOTALZombies)
{
new j=0;
while ((zombie[j][undead])){j++;}
if (IsValidDynamicObject(zombie[j][torso]))
{
DestroyDynamicObject(zombie[j][head]);
DestroyDynamicObject(zombie[j][rLeg]);
DestroyDynamicObject(zombie[j][lLeg]);
DestroyDynamicObject(zombie[j][rArm]);
DestroyDynamicObject(zombie[j][lArm]);
DestroyDynamicObject(zombie[j][torso]);
}
zombie[j][head]=CreateDynamicObject(z1[headZ][partModel],pX,pY,pZ,z1[headZ][RelrX],z1[headZ][RelrY],angle);
zombie[j][torso]=CreateDynamicObject(z1[torsoZ][partModel],pX+z1[torsoZ][RelX]*PIPO+PEPE*z2[torsoZ][RelX],pY+z1[torsoZ][RelY]*PIPO+PEPE*z2[torsoZ][RelY],pZ+z1[torsoZ][RelZ],z1[torsoZ][RelrX],z1[torsoZ][RelrY],angle);
zombie[j][lArm]=CreateDynamicObject(z1[lArmZ][partModel],pX+z1[lArmZ][RelX]*PIPO+PEPE*z2[lArmZ][RelX],pY+z1[lArmZ][RelY]*PIPO+PEPE*z2[lArmZ][RelY],pZ+z1[lArmZ][RelZ],z1[lArmZ][RelrX],z1[lArmZ][RelrY],angle);
zombie[j][rArm]=CreateDynamicObject(z1[rArmZ][partModel],pX+z1[rArmZ][RelX]*PIPO+PEPE*z2[rArmZ][RelX],pY+z1[rArmZ][RelY]*PIPO+PEPE*z2[rArmZ][RelY],pZ+z1[rArmZ][RelZ],z1[rArmZ][RelrX],z1[rArmZ][RelrY],angle);
zombie[j][rLeg]=CreateDynamicObject(z1[rLegZ][partModel],pX+z1[rLegZ][RelX]*PIPO+PEPE*z2[rLegZ][RelX],pY+z1[rLegZ][RelY]*PIPO+PEPE*z2[rLegZ][RelY],pZ+z1[rLegZ][RelZ],z1[rLegZ][RelrX],z1[rLegZ][RelrY],angle);
zombie[j][lLeg]=CreateDynamicObject(z1[lLegZ][partModel],pX+z1[lLegZ][RelX]*PIPO+PEPE*z2[lLegZ][RelX],pY+z1[lLegZ][RelY]*PIPO+PEPE*z2[lLegZ][RelY],pZ+z1[lLegZ][RelZ],z1[lLegZ][RelrX],z1[lLegZ][RelrY],angle);
zombie[j][LegsH]=true;
zombie[j][speed]=random(100)+50;
zombie[j][ArmAngle]=0;
zombie[j][ArmStatus]=random(5)+5;
zombie[j][undead]=true;
zombie[j][HP]=100;
zombie[j][pedazos]= brazo1 + brazo2 + pierna1 + pierna2;
zombie[j][angulo]=angle;
NOFZombies++;
}
return 1;
}
//------------------------------------------------------------------------------
cleanZombies()
{
for (new j=0;j<TOTALZombies;j++)
{
zombie[j][undead]=false;
if (IsValidDynamicObject(zombie[j][torso]))DestroyDynamicObject(zombie[j][torso]);
if (IsValidDynamicObject(zombie[j][head])) DestroyDynamicObject(zombie[j][head]);
if (IsValidDynamicObject(zombie[j][rLeg])) DestroyDynamicObject(zombie[j][rLeg]);
if (IsValidDynamicObject(zombie[j][lLeg])) DestroyDynamicObject(zombie[j][lLeg]);
if (IsValidDynamicObject(zombie[j][rArm])) DestroyDynamicObject(zombie[j][rArm]);
if (IsValidDynamicObject(zombie[j][lArm])) DestroyDynamicObject(zombie[j][lArm]);
NOFZombies--;
}
if (TimerAPO!=-1){KillTimer(TimerAPO);}
if (TimerAtaca!=-1){KillTimer(TimerAtaca);}
}
public zombieAtaca(playerid)
{
new Float:pX,Float:pY,Float:pZ,Float:angle,Float:PEPE,Float:PIPO,Float:AA1,Float:AA2,Float:H;
new vehicleStatus;
if (NOFZombies<1 && !apocalipsis)
{
if (TimerAPO!=-1){KillTimer(TimerAPO);}
if (TimerAtaca!=-1){KillTimer(TimerAtaca);}
}
HoldingFire();
for (new j=0;j<TOTALZombies;j++)
{
GetDynamicObjectPos(zombie[j][head],X,Y,Z);
if(zombie[j][undead]&&IsPlayerConnected(playerid) && GetPlayerInterior(playerid)==0 && PlayerToPoint(10.0,playerid,X,Y,Z))
{
vehicleStatus = IsPlayerInAnyVehicle(playerid);
GetPlayerPos(playerid,pX,pY,pZ);
pZ+=0.7;
GetDynamicObjectPos(zombie[j][head],X,Y,Z);
angle = 180.0-atan2(X-pX,Y-pY);
angle+=vaiven;
vaiven*=-1;
PEPE = floatsin((angle*3.14159/180.0));
PIPO = floatcos((angle*3.14159/180.0));
zombie[j][angulo]=angle;
if(floatabs(zombie[j][ArmAngle])>10.0){zombie[j][ArmStatus]*=-1;}
zombie[j][ArmAngle]+=zombie[j][ArmStatus];
zombie[j][LegsH]=!zombie[j][LegsH];
AA1 = floatcos(zombie[j][ArmAngle]*3.14159/180.0);
AA2 = floatsin(zombie[j][ArmAngle]*3.14159/180.0);
if ((pZ-Z)>3.0)
{
Z+=1.0;
}
else if((pZ-Z)<-3.0)
{
Z-=1.0;
}
//we destroy the old zombi
DestroyDynamicObject(zombie[j][torso]);
DestroyDynamicObject(zombie[j][head]);
if (zombie[j][pedazos] & brazo1) DestroyDynamicObject(zombie[j][rArm]);
if (zombie[j][pedazos] & brazo2) DestroyDynamicObject(zombie[j][lArm]);
if (zombie[j][pedazos] & pierna1) DestroyDynamicObject(zombie[j][rLeg]);
if (zombie[j][pedazos] & pierna2) DestroyDynamicObject(zombie[j][lLeg]);
//we recreate the zombie
zombie[j][head]=CreateDynamicObject(z1[headZ][partModel],X,Y,pZ,z1[headZ][RelrX],z1[headZ][RelrY],angle+vaiven);
zombie[j][torso]=CreateDynamicObject(z1[torsoZ][partModel],X+z1[torsoZ][RelX]*PIPO+PEPE*z2[torsoZ][RelX],Y+z1[torsoZ][RelY]*PIPO+PEPE*z2[torsoZ][RelY],pZ+z1[torsoZ][RelZ],z1[torsoZ][RelrX],z1[torsoZ][RelrY],angle);
if (zombie[j][pedazos] & brazo1)
zombie[j][rArm]=CreateDynamicObject(z1[rArmZ][partModel],X+z1[rArmZ][RelX]*PIPO+PEPE*z2[rArmZ][RelX],Y+z1[rArmZ][RelY]*PIPO+PEPE*z2[rArmZ][RelY],pZ+A1[der][AZ]*AA1+AA2*A2[der][AZ],(-1)*zombie[j][ArmAngle],z1[rArmZ][RelrY],angle);
if (zombie[j][pedazos] & brazo2)
zombie[j][lArm]=CreateDynamicObject(z1[lArmZ][partModel],X+z1[lArmZ][RelX]*PIPO+PEPE*z2[lArmZ][RelX],Y+z1[lArmZ][RelY]*PIPO+PEPE*z2[lArmZ][RelY],pZ+A1[izq][AZ]*AA1-AA2*A2[izq][AZ],zombie[j][ArmAngle],z1[lArmZ][RelrY],angle);
if (zombie[j][pedazos] & pierna1)
zombie[j][rLeg]=CreateDynamicObject(z1[rLegZ][partModel],X+z1[rLegZ][RelX]*PIPO+PEPE*z2[rLegZ][RelX],Y+z1[rLegZ][RelY]*PIPO+PEPE*z2[rLegZ][RelY],pZ+z1[rLegZ][RelZ]+float(zombie[j][LegsH])*0.2,z1[rLegZ][RelrX],z1[rLegZ][RelrY],angle);
if (zombie[j][pedazos] & pierna2)
zombie[j][lLeg]=CreateDynamicObject(z1[lLegZ][partModel],X+z1[lLegZ][RelX]*PIPO+PEPE*z2[lLegZ][RelX],Y+z1[lLegZ][RelY]*PIPO+PEPE*z2[lLegZ][RelY],pZ+z1[lLegZ][RelZ]+float(!zombie[j][LegsH])*0.2,z1[lLegZ][RelrX],z1[lLegZ][RelrY],angle);
// new zp = GetObjectPos(zombie[j][head],X,Y,Z);
if ( (floatabs(pX-X) + floatabs(pY-Y) + floatabs(pZ-Z) )>(2.0+6.0*vehicleStatus))//The zombie will move to your position to eat you because if you are too far away
{
MoveDynamicObject(zombie[j][head],pX,pY,pZ,zombie[j][speed]*0.01*Zspeed);
MoveDynamicObject(zombie[j][torso],pX+z1[torsoZ][RelX]*PIPO+PEPE*z2[torsoZ][RelX],pY+z1[torsoZ][RelY]*PIPO+PEPE*z2[torsoZ][RelY],pZ+z1[torsoZ][RelZ],zombie[j][speed]*0.01*Zspeed);
if (zombie[j][pedazos] & brazo1)
MoveDynamicObject(zombie[j][rArm],pX+z1[rArmZ][RelX]*PIPO+PEPE*z2[rArmZ][RelX],pY+z1[rArmZ][RelY]*PIPO+PEPE*z2[rArmZ][RelY],pZ+A1[der][AZ]*AA1+AA2*A2[der][AZ],zombie[j][speed]*0.01*Zspeed);
if (zombie[j][pedazos] & brazo2)
MoveDynamicObject(zombie[j][lArm],pX+z1[lArmZ][RelX]*PIPO+PEPE*z2[lArmZ][RelX],pY+z1[lArmZ][RelY]*PIPO+PEPE*z2[lArmZ][RelY],pZ+A1[izq][AZ]*AA1-AA2*A2[izq][AZ],zombie[j][speed]*0.01*Zspeed);
if (zombie[j][pedazos] & pierna1)
MoveDynamicObject(zombie[j][rLeg],pX+z1[rLegZ][RelX]*PIPO+PEPE*z2[rLegZ][RelX],pY+z1[rLegZ][RelY]*PIPO+PEPE*z2[rLegZ][RelY],pZ+z1[rLegZ][RelZ]+float(zombie[j][LegsH])*0.2,zombie[j][speed]*0.01*Zspeed);
if (zombie[j][pedazos] & pierna2)
MoveDynamicObject(zombie[j][lLeg],pX+z1[lLegZ][RelX]*PIPO+PEPE*z2[lLegZ][RelX],pY+z1[lLegZ][RelY]*PIPO+PEPE*z2[lLegZ][RelY],pZ+z1[lLegZ][RelZ]+float(!zombie[j][LegsH])*0.2,zombie[j][speed]*0.01*Zspeed);
}
else//the zombie EATS you unless you are in a vehicle or you are alredy dead
{
StopDynamicObject(zombie[j][head]);
StopDynamicObject(zombie[j][torso]);
StopDynamicObject(zombie[j][rArm]);
StopDynamicObject(zombie[j][lArm]);
StopDynamicObject(zombie[j][rLeg]);
StopDynamicObject(zombie[j][lLeg]);
GetPlayerHealth(playerid,H);
if ( !vehicleStatus && !PlayerDeath[zombie[j][target]])
{
SetPlayerHealth(playerid,H-2.5);
}
}
}
}
return 1;
}
fire(playerid,STAT)
{
// new tmp[250];
new weap = GetPlayerWeapon(playerid);
// format(tmp,sizeof(tmp),"ARMA ID : %d ", weap);
// SendClientMessageToAll(0xFFFF00AA,tmp);
if (!weapL[weap][allow])
{
GameTextForPlayer(playerid,weapL[weap][mnsg],2000,5);
return 1;
}
if (!weapL[weap][continua] && STAT==HOLD)
{
return 1;
}
Ticket[playerid]=tickcount()+delay;
new Float:pX,Float:pY,Float:pZ,Float:pA,Float:PEPE,Float:PIPO;
new Float:zzX,Float:zzY,Float:zzA;
GetPlayerPos(playerid,pX,pY,pZ);
GetPlayerFacingAngle(playerid,pA);
pZ=pZ+0.7;
new ran;
for (new j=0;j<TOTALZombies;j++)
{
if (IsValidDynamicObject(zombie[j][torso]))
{
GetDynamicObjectPos(zombie[j][head],X,Y,Z);
zzX=X-pX;zzY=Y-pY;zzA=atan2(zzX,zzY);if(zzA>0)zzA-=360.0;
}
if (zombie[j][undead]&&(floatsqroot(floatpower(zzX,2)+floatpower(zzY,2)))<weapL[weap][range] && (floatabs(zzA+pA)<weapL[weap][wide]))
{
Z-=1.7;
zombie[j][HP]-= random(weapL[weap][damageMax]-weapL[weap][damageMin])+weapL[weap][damageMin];
GameTextForPlayer(playerid,weapL[weap][mnsg],delay-100,5);
PEPE = floatsin((zombie[j][angulo]*3.14159/180.0));
PIPO = floatcos((zombie[j][angulo]*3.14159/180.0));
if (weapL[weap][cutting])
{
if ((zombie[j][pedazos] & brazo1) || (zombie[j][pedazos] & brazo2))
{
if (ran < 20)
{
if (( ran < 10 || !(zombie[j][pedazos] & brazo2)) && (zombie[j][pedazos] & brazo1))
{
zombie[j][pedazos]-=brazo1;MoveDynamicObject(zombie[j][rArm],X+z1[rArmZ][RelX]*PIPO+PEPE*z2[rArmZ][RelX],Y+z1[rArmZ][RelY]*PIPO+PEPE*z2[rArmZ][RelY],Z,1.0);
}
else
{
zombie[j][pedazos]-=brazo2;MoveDynamicObject(zombie[j][lArm],X+z1[lArmZ][RelX]*PIPO+PEPE*z2[lArmZ][RelX],Y+z1[lArmZ][RelY]*PIPO+PEPE*z2[lArmZ][RelY],Z,1.0);
}
}
}
else if (zombie[j][HP]<40 && (zombie[j][pedazos] & pierna1 ) && (zombie[j][pedazos] & pierna2))
{
if (ran < 15){zombie[j][pedazos]-=pierna1;MoveDynamicObject(zombie[j][rLeg],X+z1[rLegZ][RelX]*PIPO+PEPE*z2[rLegZ][RelX],Y+z1[rLegZ][RelY]*PIPO+PEPE*z2[rLegZ][RelY],Z,1.0);}
else{zombie[j][pedazos]-=pierna2;MoveDynamicObject(zombie[j][lLeg],X+z1[lLegZ][RelX]*PIPO+PEPE*z2[lLegZ][RelX],Y+z1[lLegZ][RelY]*PIPO+PEPE*z2[lLegZ][RelY],Z,1.0);}
zombie[j][speed]-=float(40);
}
}
if (zombie[j][HP]<0 && zombie[j][undead]) //좀비 사망부분
{
zombierespawn2 = SetTimerEx("zombierespawn",300000,true,"i",playerid)
GetDynamicObjectPos(zombie[j][head],rex,rey,rez);
ZK[playerid] += 1;
new cString[256];
format(cString,sizeof(cString),"/줍기",tatoos[playerid]);
GetPlayerPos(playerid,itemx,itemy,itemz);
GetDynamicObjectPos(zombie[j][head],itemx,itemy,itemz);
Graffti[playerid] = Create3DTextLabel(cString,0xFF0000FF,itemx,itemy,itemz,30,0,0);
if(PlayerInfo[playerid][Quest] == 3 && PlayerInfo[playerid][pTut] == 11)
{
PlayerFixRadio(playerid);
PlayerInfo[playerid][pTut] = 12;
PlayerInfo[playerid][Quest] = 3;
SCM(playerid,COLOR_YELLOW," ");
SCM(playerid,COLOR_YELLOW,"[Quest]"#C_WHITE" 퀘스트를 완료했습니다. 엘리스에게 돌아가야합니다");
SCM(playerid,COLOR_YELLOW," ");
}
if(PlayerInfo[playerid][Quest] == 4 && PlayerInfo[playerid][pTut] == 14)
{
PlayerFixRadio(playerid);
PlayerInfo[playerid][pTut] = 15;
PlayerInfo[playerid][Quest] = 4;
SCM(playerid,COLOR_YELLOW," ");
SCM(playerid,COLOR_YELLOW,"[Quest]"#C_WHITE" 퀘스트를 완료했습니다. 엘리스에게 돌아가야합니다");
SCM(playerid,COLOR_YELLOW," ");
}
if(PlayerInfo[playerid][Quest] == 5 && PlayerInfo[playerid][pTut] == 16)
{
new string[256];
CatchZombie[playerid]++;
format(string,sizeof(string),"~r~%d~r~/~r~3",CatchZombie[playerid]);
GameTextForPlayer(playerid,string,2500,3);
if(CatchZombie[playerid] >= 3)
{
PlayerFixRadio(playerid);
PlayerInfo[playerid][pTut] = 17;
PlayerInfo[playerid][Quest] = 5;
SCM(playerid,COLOR_YELLOW," ");
SCM(playerid,COLOR_YELLOW,"[Quest]"#C_WHITE" 퀘스트를 완료했습니다. 엘리스에게 돌아가야합니다");
SCM(playerid,COLOR_YELLOW," ");
}
}
if(PlayerInfo[playerid][Quest] == 6 && PlayerInfo[playerid][pTut] == 19)
{
new string[256];
CatchZombie[playerid]++;
format(string,sizeof(string),"~r~%d~r~/~r~7",CatchZombie[playerid]);
GameTextForPlayer(playerid,string,2500,3);
if(CatchZombie[playerid] >= 7)
{
PlayerFixRadio(playerid);
PlayerInfo[playerid][pTut] = 20;
PlayerInfo[playerid][Quest] = 6;
SCM(playerid,COLOR_YELLOW," ");
SCM(playerid,COLOR_YELLOW,"[Quest]"#C_WHITE" 퀘스트를 완료했습니다. 엘리스에게 돌아가야합니다");
SCM(playerid,COLOR_YELLOW," ");
}
}
if(PlayerInfo[playerid][Quest] == 7 && PlayerInfo[playerid][pTut] == 21)
{
new string[256];
CatchZombie[playerid]++;
format(string,sizeof(string),"~r~%d~r~/~r~10",CatchZombie[playerid]);
GameTextForPlayer(playerid,string,2500,3);
if(CatchZombie[playerid] >= 10)
{
PlayerFixRadio(playerid);
PlayerInfo[playerid][pTut] = 22;
PlayerInfo[playerid][Quest] = 7;
SCM(playerid,COLOR_YELLOW," ");
SCM(playerid,COLOR_YELLOW,"[Quest]"#C_WHITE" 퀘스트를 완료했습니다. 엘리스에게 돌아가야합니다");
SCM(playerid,COLOR_YELLOW," ");
}
}
if(PlayerInfo[playerid][Quest] == 8 && PlayerInfo[playerid][pTut] == 23)
{
new string[256];
CatchZombie[playerid]++;
format(string,sizeof(string),"~r~%d~r~/~r~15",CatchZombie[playerid]);
GameTextForPlayer(playerid,string,2500,3);
if(CatchZombie[playerid] >= 15)
{
PlayerFixRadio(playerid);
PlayerInfo[playerid][pTut] = 24;
PlayerInfo[playerid][Quest] = 8;
SCM(playerid,COLOR_YELLOW," ");
SCM(playerid,COLOR_YELLOW,"[Quest]"#C_WHITE" 퀘스트를 완료했습니다. 엘리스에게 돌아가야합니다");
SCM(playerid,COLOR_YELLOW," ");
}
}
zombie[j][undead]=false;
NOFZombies--;
MoveDynamicObject(zombie[j][head],X,Y,Z,2.0);
MoveDynamicObject(zombie[j][torso],X+z1[torsoZ][RelX]*PIPO+PEPE*z2[torsoZ][RelX],Y+z1[torsoZ][RelY]*PIPO+PEPE*z2[torsoZ][RelY],Z+0.4,2.0);
if (zombie[j][pedazos] & brazo1)
MoveDynamicObject(zombie[j][rArm],X+z1[rArmZ][RelX]*PIPO+PEPE*z2[rArmZ][RelX],Y+z1[rArmZ][RelY]*PIPO+PEPE*z2[rArmZ][RelY],Z,2.0);
if (zombie[j][pedazos] & brazo2)
MoveDynamicObject(zombie[j][lArm],X+z1[lArmZ][RelX]*PIPO+PEPE*z2[lArmZ][RelX],Y+z1[lArmZ][RelY]*PIPO+PEPE*z2[lArmZ][RelY],Z,2.0);
if (zombie[j][pedazos] & pierna1)
StopDynamicObject(zombie[j][rLeg]);
if (zombie[j][pedazos] & pierna2)
StopDynamicObject(zombie[j][lLeg]);
}
}
}
return 1;
}
public HoldingFire()
{
new keys,updown,leftright;
for (new i=0;i<M_P;i++)
{
if (IsPlayerConnected(i))
{
GetPlayerKeys(i,keys,updown,leftright);
if ((keys & KEY_FIRE)&&(!IsPlayerInAnyVehicle(i))&&(Ticket[i]<tickcount()))
{
fire(i,HOLD);
}
}
}
}
public CreateRandomZombie()
{
new playerid = random(M_P);
while (!IsPlayerConnected(playerid)&&GetPlayerInterior(playerid)==0)playerid = random(M_P);
new Float:pX,Float:pY,Float:pZ,Float:Ang;
GetPlayerPos(playerid,pX,pY,pZ);
Ang=float(random(360));
pX=pX+50.0*floatsin(Ang,degrees);
pY=pY+50.0*floatcos(Ang,degrees);
pZ=pZ+0.7;
CrearZombie(pX,pY,pZ,Ang);
}
//------------------------------------------------------------------------------
public QuitarArmasZombie(playerid)
{
LastWeaponUsed[playerid]=GetPlayerWeapon(playerid);GetPlayerWeapon(playerid);
new WeaponId;
new ammo;
for (new i=0;i<11;i++)
{
GetPlayerWeaponData(playerid,i,WeaponId,ammo);
WeaponList[playerid][i][pWeapId]=WeaponId;
WeaponList[playerid][i][pAmmo]=ammo;
}
ResetPlayerWeapons(playerid);
return 1;
}
//------------------------------------------------------------------------------
public DevolverArmasZombie(playerid)
{
new index;
for (new i=0;i<11;i++)
{
if (WeaponList[playerid][i][pWeapId]!=0)
{
if (WeaponList[playerid][i][pWeapId]!=LastWeaponUsed[playerid])
{
GivePlayerWeapon(playerid,WeaponList[playerid][i][pWeapId],WeaponList[playerid][i][pAmmo]);
}
else
{
index=i;
}
}
}
GivePlayerWeapon(playerid,WeaponList[playerid][index][pWeapId],WeaponList[playerid][index][pAmmo]);
return 1;
}