Originally Posted by Youssef221
pawn Код:
//Easy Edit Section #define howmanyropes 500 // Do Not Change Anything #define zcatchtimer 1200 //in ms, time to calculate height #define r_maxping 1000 //highest ping of sliding units, dont set too high, or death-bugs will increase #define falltime 25 //low = the best, but beware of server weakness (25 isnt incredible high, think, that you slide around 2-5 secs) #define ropelength 100 //in meter, after what amount of meters you start falling (and rope ends)... Increasing will take server power and realism #define abfangen 6 //at what height above ground should player get stopped ?
// DO NOT EDIT BELOW, IF YOU DO NOT KNOW, WHATS IT !
new Float:tempx[MAX_PLAYERS],Float:tempy[MAX_PLAYERS],Float:tempz[MAX_PLAYERS],Float:tempa[MAX_PLAYERS]; new Float:lowz[MAX_PLAYERS],vworld[MAX_PLAYERS],chopper[MAX_PLAYERS]; new Float:tx[MAX_PLAYERS],Float:ty[MAX_PLAYERS],Float:tz[MAX_PLAYERS],Text:blind; new Float:helix[MAX_PLAYERS],Float:heliy[MAX_PLAYERS],Float:heliz[MAX_PLAYERS]; new seile[9999][MAX_PLAYERS],issliding[MAX_PLAYERS],tempplayerid[MAX_PLAYERS],notstarted[MAX_PLAYERS];
And actually b_CreateObject is from an include:
Include code:
pawn Код:
#define MAX_OBJEKTE 5000 #define DISTANZ 142 #define VERSIONA "v3.3 BETA" #define MAX_AREA_OBJEKTE 250 #define IsPosInDistance(%0,%1,%2,%3,%4,%5,%6) \ (((%0 - %3) * (%0 - %3)) + ((%1 - %4) * (%1 - %4)) + ((%2 - %5) * (%2 - %5)) <= %6 * %6) new PLAYER_OBJEKTE[MAX_PLAYERS]; //------------------------------------------------------------------------------ enum objects { modelu, Float:x_val, Float:y_val, Float:z_val, Float:rx_val, Float:ry_val, Float:rz_val, exist, obj_id, virtual_world_object, } new Objekte[MAX_OBJEKTE][objects]; new bool:CreatedObjekte[MAX_PLAYERS][MAX_OBJEKTE]; new CreatedID[MAX_PLAYERS][MAX_OBJEKTE]; //new Streamer; new now_idx; new Float:pttx[MAX_PLAYERS],Float:ptty[MAX_PLAYERS],Float:pttz[MAX_PLAYERS];
pawn Код:
stock b_CreateObject(modelid,Float:xx,Float:yy,Float:zz,Float:rxx,Float:ryy,Float:rzz,virtual_ww = -1) { now_idx++; Objekte[now_idx][modelu] = modelid; Objekte[now_idx][x_val] = Float:xx; Objekte[now_idx][y_val] = Float:yy; Objekte[now_idx][z_val] = Float:zz; Objekte[now_idx][rx_val] = Float:rxx; Objekte[now_idx][ry_val] = Float:ryy; Objekte[now_idx][rz_val] = Float:rzz; Objekte[now_idx][exist] = 1; Objekte[now_idx][obj_id] = now_idx; Objekte[now_idx][virtual_world_object] = virtual_ww; return now_idx; }
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