Bulgarian

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Bulgarian wygrał w ostatnim dniu 23 Marzec 2016

Bulgarian ma najbardziej lubianą zawartość!

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29 Silver Elite

2 obserwujących

O Bulgarian

  • Ranga
    Silver Elite Master
  • Urodziny 06.05.1994

Informacje o mnie

  • Skąd:
    Tarnowskie Góry
  • Płeć:
    Mężczyzna

Kontakt

Ostatnio na profilu byli

1,037 wyświetleń profilu

Ranga użytkownika

  • The Global Elite
  • Obecna ranga: The Global Elite
  1. Chciałbym zmienić ilość DMG zadawanego przez IgniteEnity Nie wiem jak się za to zabrać, próbowałem poprzez DMG_BURN jednak bezskutecznie. Mój Kod public Action:OnTakeDamage(victim, &attacker, &inflictor, &Float:damage, &damagetype) { if(!IsValidClient(victim) || !IsValidClient(attacker)) return Plugin_Continue; if(!IsValidAlive(victim)) return Plugin_Continue; if(maKlase[attacker]) { if(GetRandomInt(1,15) == 1 && (damagetype & DMG_BULLET)) { IgniteEntity(victim, 5.0); } } return Plugin_Continue; } Aktualnie jest ustawione 5 sekund podpalenia jeżeli RandomInt wyniesie = 1. Jednak dmg z podpalenia jest standardowy, mi zależy na tym aby gracz otrzymywał przez te 5 sekund (20dmg na sek).
  2. Problem RoundEndSound

    Spróbuj inny plugin.
  3. SPRZEDAM BOTY Muzyczne TeamSpeak3

    Opis: Grające boty muzyczne i nie tylko na serwery TeamSpeak3! Cena: 5zł (2 boty bez panelu wybrane stacje radiowe przez klienta) lub 8zł (Panel z dostępem do konfiguracji botów oraz możliwość zmiany stacji radiowych samemu) Płatność: SMS, Przelew, Bitcoin, PSC Kontakt: PRIV lub GG: 19422596 INNE: Możliwość otrzymania bota muzycznego na 24/h przed zakupem dla pierwszych klientów.
  4. 1VS1 [ARENA]

    Podaj liste pluginów.
  5. Mod 1 vs 1

    https://github.com/splewis/csgo-multi-1v1/releases
  6. Jak usunac recoil csgo?

    To z coda nie działa po ostatnich zmianach w csgo.
  7. Witam. Jestem w stanie postawić Jackpota lub Ruletkę do CS:GO, zrobię to za darmo jedyne koszta ponosi osoba, która by chciała taką stonkę. (Koszta czyli serwer VPS lub Dedyk + Domena + Konto Steam na którym byłby postawiony Bot na itemy). Osoba zainteresowana taką stronką dostanie ode mnie pełną pomoc techniczną gdyby wystąpiły jakieś problemy z działaniem. - Dlaczego zrobię to za darmo? * W internecie jest masa osób które sprzedają sam skrypt do Jackpotów/Ruletek etc. A z racji, że ja kiedyś posiadałem taką stronkę to szkoda aby się marnowało to wszystko, mam różne skrypty od tych płatnych do tych darmowych. - Dlaczego nie prowadzisz dalej swojej stronki? * Nie miałem chęci rozwijać projektu dalej, a z racji iż swojego się dorobiłem zamknąłem interes, powodem były też afery związane z Polityką Volvo, że niby jest to nie do końca legalne ale jak się okazuje nic z tym nie robią i stronki powstają dalej. - Czy chcesz coś w zamian? * Nie, chciałbym zostać Technikiem/Moderatorem takiej strony, nie interesuje mnie posada Administratora takiej strony. Jak macie jakieś pytania zapraszam śmiało na priv. Możecie się również skontaktować ze mną na GG: 19422596, mogę odpisać z opóźnieniem w przypadku GG. Pomogę tylko w jednym projekcie! Czyli kto pierwszy ten lepszy.
  8. CS:GO BFMod Nazwa serwera: Cs-NaBani [CS:GO][BFMod] Adres IP: 91.198.89.22:27015 Ilość slotów: 16 Typ serwera: Steam FriendlyFire: OFF Godziny UpTime: 24/7 [email protected] serwera: Bulgarian Lokalizacja: POLSKA
  9. ROZWIĄZANE updaterate oraz cmdrate.

    Dobra poradziłem sobie. Do zamknięcia.
  10. ROZWIĄZANE updaterate oraz cmdrate.

    Szogun serwer.cfg jest takie jakie powinno być. Przed aktualizacją nie było z niczym problemu dopiero teraz jest. I z tego co sprawdzałem nie tylko u mnie tak jest. Istnieje być może jakis plugin który wymusza 128 i rate 128000 ?
  11. Witam. Po ostatniej aktualizacji od steam na moim serwerze ludzie mają cl_cmdrate 64 i cl_updaterate 64 zamiast ustawionych wcześniej 128. Dodam że przed aktualizacją nie było tak i serwer prawidłowo czytał największe rate i takie zostawiał graczowi.
  12. Opis: Sprzedam konto steam 2k10, na koncie znajdują się wszystkie cs. Grane było tylko w CS:GO, konto ma 42 winy aktualnie ranga jest zakryta bo nie grałem na tym koncie. Przed zakryciem rangi był tam Global Elite. Cena do ustalenia u mnie na priv. Interesuje mnie tylko przelew na konto! Cena: Około 50zł Płatność: Przelew Kontakt: GG: 19422596 lub tutaj na priv. Zdjęcia:
  13. ROZWIĄZANE mp_friendlyfire zmienia wartosc

    W liście nie widzę pluginu, który by mógł to robić, próbowałeś uruchomić serwer bez sourcemoda? Może masz jakiś cfg nadpisany?
  14. Z tym co podałeś nawet serwera nie moge uruchomić: L 06/22/2016 - 23:02:01: SourceMod error session started L 06/22/2016 - 23:02:01: Info (map "de_dust2") (file "errors_20160622.log") L 06/22/2016 - 23:02:01: [SM] Exception reported: [Event Manager] Invalid event name (Event_OnClientPutInServer) in module "[Cmod:core] Stats system". Check for typos. L 06/22/2016 - 23:02:01: [SM] Blaming: cmod_core.smx() L 06/22/2016 - 23:02:01: [SM] Call stack trace: L 06/22/2016 - 23:02:01: [SM] [0] SetFailState L 06/22/2016 - 23:02:01: [SM] [1] Line 215, cmod_core\base\eventmanager.inc::EventMgr_RegisterEvent() L 06/22/2016 - 23:02:01: [SM] [2] Line 52, cmod_core\sys\stats.inc::StatsSys_OnEventsRegister() L 06/22/2016 - 23:02:01: [SM] [4] Call_Finish L 06/22/2016 - 23:02:01: [SM] [5] Line 503, cmod_core\base\eventmanager.inc::EventMgr_Forward() L 06/22/2016 - 23:02:01: [SM] [6] Line 277, cmod_core.sp::OnPluginStart() L 06/22/2016 - 23:02:01: [SM] Exception reported: Invalid memory access L 06/22/2016 - 23:02:01: [SM] Blaming: cmod_core.smx() L 06/22/2016 - 23:02:01: [SM] Call stack trace: L 06/22/2016 - 23:02:01: [SM] [1] Line 457, cmod_core\base\eventmanager.inc::EventMgr_Forward() L 06/22/2016 - 23:02:01: [SM] [2] Line 277, cmod_core.sp::OnPluginStart()
  15. Zrobilem to tak: W sql zmienilem: public SQLSys_OnEventsRegister(){ #if defined EVENT_MANAGER EventMgr_RegisterEvent(g_moduleSQLSys, "Event_OnClientAuthorized", "SQLSys_OnClientAuthorized"); EventMgr_RegisterEvent(g_moduleSQLSys, "Event_OnClientDisconnect", "SQLSys_OnClientDisconnect"); #endif } public SQLSys_OnClientAuthorized(client){ g_iCmodPlayerClass[client] = 0; SQLSys_Load(client, 0); } Oraz w pliku project_events dodałem new ProjectEvent:g_EvOnClientAuthorized; public OnClientAuthorized(client) { // Forward event to all modules. new any:eventdata[1][1]; eventdata[0][0] = client; EventMgr_Forward(g_EvOnClientAuthorized, eventdata, sizeof(eventdata), sizeof(eventdata[]), g_CommonDataType2); } g_EvOnClientAuthorized = EventMgr_CreateEvent("Event_OnClientAuthorized"); Tutaj cały plik project_events: /* * ============================================================================ * * Project * * File: project_events.inc * Type: Base * Description: Event hooking and definitions. Any event-related stuff for your project should go here. * * Copyright (C) 2009-2010 Greyscale * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. * * ============================================================================ */ /** * The max number of events that the project can have. */ #define PROJECT_MAX_EVENTS 128 /** * Event tag. */ enum ProjectEvent { INVALID_EVENT = -1 /** Used as an invalid event. */ } /** * Global variables to store each event's ID. */ // Cross-game events new ProjectEvent:g_EvOnAllPluginsLoaded; new ProjectEvent:g_EvOnPluginEnd; new ProjectEvent:g_EvOnEventsRegister; new ProjectEvent:g_EvOnEventsReady; new ProjectEvent:g_EvOnAllModulesLoaded; new ProjectEvent:g_EvOnModuleEnable; new ProjectEvent:g_EvOnMyModuleEnable; new ProjectEvent:g_EvOnModuleDisable; new ProjectEvent:g_EvOnMyModuleDisable; new ProjectEvent:g_EvOnMapStart; new ProjectEvent:g_EvOnMapEnd; new ProjectEvent:g_EvOnAutoConfigsBuffered; new ProjectEvent:g_EvOnConfigsExecuted; new ProjectEvent:g_EvOnClientPutInServer; new ProjectEvent:g_EvOnClientAuthorized; new ProjectEvent:g_EvOnClientDisconnect; new ProjectEvent:g_EvOnClassChangeFail; new ProjectEvent:g_EvOnClassChangeSuccess; // CS:S events. #if defined PROJECT_GAME_CSGO new ProjectEvent:g_EvRoundStart; new ProjectEvent:g_EvRoundFreezeEnd; new ProjectEvent:g_EvRoundEnd; new ProjectEvent:g_EvPlayerTeam; new ProjectEvent:g_EvPlayerSpawn; new ProjectEvent:g_EvPlayerHurt; new ProjectEvent:g_EvPlayerDeath; new ProjectEvent:g_EvPlayerJump; new ProjectEvent:g_EvItemEquip; new ProjectEvent:g_EvWeaponFire; new ProjectEvent:g_EvPlantBomb; new ProjectEvent:g_EvDefuseBomb; new ProjectEvent:g_EvRescueHost; new ProjectEvent:g_EvItemPickUp; //new ProjectEvent:g_EvWeaponEntityFire; #endif /** * Datatypes that can be passed with each event to modules. * Don't touch this! */ enum EventDataTypes { DataType_Cell, DataType_CellRef, DataType_Float, DataType_FloatRef, DataType_Array, DataType_ArrayRef, DataType_String, DataType_StringRef, } /** * Common data type info. */ // When forwarding custom events with no data, use this for the 'eventdata' parameter in EventMgr_Forward stock any:g_CommonEventData1[][] = {{0}}; // If you are using g_CommonEventData1, then the next parameter should be this. This indicates you are passing no data. stock EventDataTypes:g_CommonDataType1[] = {}; // This indicates that you are passing a single cell into an event. Common for events that only pass a client index. stock EventDataTypes:g_CommonDataType2[] = {DataType_Cell}; // ********************************************** // SourceMod Forwards // ********************************************** /** * All plugins have loaded. */ public OnAllPluginsLoaded() { // Forward event to all modules. EventMgr_Forward(g_EvOnAllPluginsLoaded, g_CommonEventData1, 0, 0, g_CommonDataType1); } /** * The map has started. */ public OnMapStart() { // Forward event to all modules. EventMgr_Forward(g_EvOnMapStart, g_CommonEventData1, 0, 0, g_CommonDataType1); } /** * The map has ended. */ public OnMapEnd() { // Forward event to all modules. EventMgr_Forward(g_EvOnMapEnd, g_CommonEventData1, 0, 0, g_CommonDataType1); } /** * This is called before OnConfigsExecuted but any time after OnMapStart. * Per-map settings should be set here. */ public OnAutoConfigsBuffered() { // Forward event to all modules. EventMgr_Forward(g_EvOnAutoConfigsBuffered, g_CommonEventData1, 0, 0, g_CommonDataType1); } /** * All convars are set, cvar-dependent code should use this. */ public OnConfigsExecuted() { // Forward event to all modules. EventMgr_Forward(g_EvOnConfigsExecuted, g_CommonEventData1, 0, 0, g_CommonDataType1); } /** * Client has joined the server. * * @param client The client index. */ public OnClientPutInServer(client) { // Forward event to all modules. new any:eventdata[1][1]; eventdata[0][0] = client; EventMgr_Forward(g_EvOnClientPutInServer, eventdata, sizeof(eventdata), sizeof(eventdata[]), g_CommonDataType2); } /** * Client has joined the server. * * @param client The client index. */ public OnClientAuthorized(client) { // Forward event to all modules. new any:eventdata[1][1]; eventdata[0][0] = client; EventMgr_Forward(g_EvOnClientAuthorized, eventdata, sizeof(eventdata), sizeof(eventdata[]), g_CommonDataType2); } /** * Client is disconnecting from the server. * * @param client The client index. */ public OnClientDisconnect(client) { // Forward event to all modules. new any:eventdata[1][1]; eventdata[0][0] = client; EventMgr_Forward(g_EvOnClientDisconnect, eventdata, sizeof(eventdata), sizeof(eventdata[]), g_CommonDataType2); } public OnClassChangeFail(client) { // Forward event to all modules. new any:eventdata[1][1]; eventdata[0][0] = client; EventMgr_Forward(g_EvOnClassChangeFail, eventdata, sizeof(eventdata), sizeof(eventdata[]), g_CommonDataType2); } public OnClassChangeSuccess(client) { // Forward event to all modules. new any:eventdata[1][1]; eventdata[0][0] = client; EventMgr_Forward(g_EvOnClassChangeSuccess, eventdata, sizeof(eventdata), sizeof(eventdata[]), g_CommonDataType2); } // ********************************************** // Game Event Creating // ********************************************** /** * This is called from the event manager in OnPluginStart. * Create the events you want to forward to modules here. */ stock EventMgr_CreateEvents() { // Hook events to manage and forward to modules. // Cross-game events. g_EvOnAllPluginsLoaded = EventMgr_CreateEvent("Event_OnAllPluginsLoaded"); /** All plugins have loaded. */ g_EvOnPluginEnd = EventMgr_CreateEvent("Event_OnPluginEnd"); /** Plugin is ending. */ g_EvOnEventsRegister = EventMgr_CreateEvent("Event_OnEventsRegister"); /** All events are created, modules should register them here. */ g_EvOnEventsReady = EventMgr_CreateEvent("Event_OnEventsReady"); /** All events are created AND registered by here. Event priority can be changed here. */ g_EvOnAllModulesLoaded = EventMgr_CreateEvent("Event_OnAllModulesLoaded"); /** All modules have been registered. */ g_EvOnModuleEnable = EventMgr_CreateEvent("Event_OnModuleEnable"); /** A module has been enabled. */ g_EvOnMyModuleEnable = EventMgr_CreateEvent("Event_OnMyModuleEnable"); /** The module that hooked this event callback has been enabled. */ g_EvOnModuleDisable = EventMgr_CreateEvent("Event_OnModuleDisable"); /** A module has been disabled. */ g_EvOnMyModuleDisable = EventMgr_CreateEvent("Event_OnMyModuleDisable"); /** The module that hooked this event callback has been disabled. */ g_EvOnMapStart = EventMgr_CreateEvent("Event_OnMapStart"); /** The map has started. */ g_EvOnMapEnd = EventMgr_CreateEvent("Event_OnMapEnd"); /** The map has ended. */ g_EvOnAutoConfigsBuffered = EventMgr_CreateEvent("Event_OnAutoConfigsBuffered"); /** This is called before OnConfigsExecuted but any time after OnMapStart. */ g_EvOnConfigsExecuted = EventMgr_CreateEvent("Event_OnConfigsExecuted"); /** All convars are set, cvar-dependent code should use this. */ g_EvOnClientPutInServer = EventMgr_CreateEvent("Event_OnClientPutInServer"); /** Client has joined the server. */ g_EvOnClientAuthorized = EventMgr_CreateEvent("Event_OnClientAuthorized"); /** Client has joined the server. */ g_EvOnClientDisconnect = EventMgr_CreateEvent("Event_OnClientDisconnect"); /** Client is disconnecting from the server. */ g_EvOnClassChangeFail = EventMgr_CreateEvent("Event_OnClassChangeFail"); g_EvOnClassChangeSuccess = EventMgr_CreateEvent("Event_OnClassChangeSuccess"); // CS:S events. #if defined PROJECT_GAME_CSGO g_EvRoundStart = EventMgr_CreateEvent("Event_RoundStart"); /** Round has started. */ g_EvRoundFreezeEnd = EventMgr_CreateEvent("Event_RoundFreezeEnd"); /** Pre-round freezetime has finished. */ g_EvRoundEnd = EventMgr_CreateEvent("Event_RoundEnd"); /** Round has ended. */ g_EvPlayerTeam = EventMgr_CreateEvent("Event_PlayerTeam"); /** Client has joined a team. */ g_EvPlayerSpawn = EventMgr_CreateEvent("Event_PlayerSpawn"); /** Client has spawned. */ g_EvPlayerHurt = EventMgr_CreateEvent("Event_PlayerHurt"); /** Client has been damaged. */ g_EvPlayerDeath = EventMgr_CreateEvent("Event_PlayerDeath"); /** Client has been killed. */ g_EvPlayerJump = EventMgr_CreateEvent("Event_PlayerJump"); /** Client has jumped. */ g_EvItemEquip = EventMgr_CreateEvent("Event_ItemEquip"); g_EvWeaponFire = EventMgr_CreateEvent("Event_WeaponFire"); /** Client has fired a weapon. */ g_EvPlantBomb = EventMgr_CreateEvent("Event_PlantBomb"); /** Bomb planted. */ g_EvDefuseBomb = EventMgr_CreateEvent("Event_DefuseBomb"); /** Bomb planted. */ g_EvRescueHost = EventMgr_CreateEvent("Event_RescueHost"); /** Hescue hostage. */ g_EvItemPickUp = EventMgr_CreateEvent("Event_ItemPickUp"); /** Item PickUp. */ //g_EvWeaponEntityFire = EventMgr_CreateEvent("Event_WeaponEntityFire"); /** Client has fired a weapon. (returns weapon entity index) */ #endif // HL2DM events. #if defined PROJECT_GAME_HL2DM #endif // DOD events. #if defined PROJECT_GAME_DOD #endif // TF2 events. #if defined PROJECT_GAME_TF2 #endif // L4D events. #if defined PROJECT_GAME_L4D #endif // L4D2 events. #if defined PROJECT_GAME_L4D2 #endif } // ********************************************** // Game Event Hooking // ********************************************** /** * This is called from the event manager in OnPluginStart. * Hook the events you want to forward to modules here. */ stock EventMgr_HookEvents() { // Hook events to manage and forward to modules. // CS:S events. #if defined PROJECT_GAME_CSGO HookEvent("round_start", GameEvent_RoundStart); HookEvent("round_freeze_end", GameEvent_RoundFreezeEnd); HookEvent("round_end", GameEvent_RoundEnd); HookEvent("player_team", GameEvent_PlayerTeam); HookEvent("player_spawn", GameEvent_PlayerSpawn); HookEvent("player_hurt", GameEvent_PlayerHurt); HookEvent("player_death", GameEvent_PlayerDeath); HookEvent("player_jump", GameEvent_PlayerJump); HookEvent("item_equip", GameEvent_ItemEquip, EventHookMode_Pre); HookEvent("weapon_fire", GameEvent_WeaponFire); HookEvent("bomb_planted", GameEvent_PlantBomb); HookEvent("bomb_defused", GameEvent_DefuseBomb); HookEvent("hostage_rescued", GameEvent_RescueHost); HookEvent("item_pickup", GameEvent_ItemPickUp, EventHookMode_Pre); #endif // HL2DM events. #if defined PROJECT_GAME_HL2DM #endif // DOD events. #if defined PROJECT_GAME_DOD #endif // TF2 events. #if defined PROJECT_GAME_TF2 #endif // L4D events. #if defined PROJECT_GAME_L4D #endif // L4D2 events. #if defined PROJECT_GAME_L4D2 #endif } // ********************************************** // CS:S Game Event Callbacks // ********************************************** #if defined PROJECT_GAME_CSGO /** * Round has started. * * @param event Handle to event. This could be INVALID_HANDLE if every plugin hooking * this event has set the hook mode EventHookMode_PostNoCopy. * @param name String containing the name of the event. * @param dontBroadcast True if event was not broadcast to clients, false otherwise. */ public GameEvent_RoundStart(Handle:event, const String:name[], bool:dontBroadcast) { // Forward event to all modules. EventMgr_Forward(g_EvRoundStart, g_CommonEventData1, 0, 0, g_CommonDataType1); } /** * Pre-round freezetime has finished. * * @param event Handle to event. This could be INVALID_HANDLE if every plugin hooking * this event has set the hook mode EventHookMode_PostNoCopy. * @param name String containing the name of the event. * @param dontBroadcast True if event was not broadcast to clients, false otherwise. */ public GameEvent_RoundFreezeEnd(Handle:event, const String:name[], bool:dontBroadcast) { // Forward event to all modules. EventMgr_Forward(g_EvRoundFreezeEnd, g_CommonEventData1, 0, 0, g_CommonDataType1); } /** * Round has ended. * * @param event Handle to event. This could be INVALID_HANDLE if every plugin hooking * this event has set the hook mode EventHookMode_PostNoCopy. * @param name String containing the name of the event. * @param dontBroadcast True if event was not broadcast to clients, false otherwise. */ public GameEvent_RoundEnd(Handle:event, const String:name[], bool:dontBroadcast) { // Forward event to all modules. new any:eventdata[1][1]; eventdata[0][0] = GetEventInt(event, "winner"); EventMgr_Forward(g_EvRoundEnd, eventdata, sizeof(eventdata), sizeof(eventdata[]), g_CommonDataType2); } /** * Client has joined a team. * * @param event Handle to event. This could be INVALID_HANDLE if every plugin hooking * this event has set the hook mode EventHookMode_PostNoCopy. * @param name String containing the name of the event. * @param dontBroadcast True if event was not broadcast to clients, false otherwise. */ public GameEvent_PlayerTeam(Handle:event, const String:name[], bool:dontBroadcast) { // Forward event to all modules. static EventDataTypes:eventdatatypes[] = {DataType_Cell, DataType_Cell, DataType_Cell, DataType_Cell}; new any:eventdata[sizeof(eventdatatypes)][1]; eventdata[0][0] = GetClientOfUserId(GetEventInt(event, "userid")); eventdata[1][0] = GetEventInt(event, "team"); eventdata[2][0] = GetEventInt(event, "oldteam"); eventdata[3][0] = GetEventBool(event, "disconnect"); EventMgr_Forward(g_EvPlayerTeam, eventdata, sizeof(eventdata), sizeof(eventdata[]), eventdatatypes); } /** * Client has spawned. * * @param event Handle to event. This could be INVALID_HANDLE if every plugin hooking * this event has set the hook mode EventHookMode_PostNoCopy. * @param name String containing the name of the event. * @param dontBroadcast True if event was not broadcast to clients, false otherwise. */ public GameEvent_PlayerSpawn(Handle:event, const String:name[], bool:dontBroadcast) { // Forward event to all modules. new any:eventdata[1][1]; eventdata[0][0] = GetClientOfUserId(GetEventInt(event, "userid")); EventMgr_Forward(g_EvPlayerSpawn, eventdata, sizeof(eventdata), sizeof(eventdata[]), g_CommonDataType2); } /** * Client has been damaged. * * @param event Handle to event. This could be INVALID_HANDLE if every plugin hooking * this event has set the hook mode EventHookMode_PostNoCopy. * @param name String containing the name of the event. * @param dontBroadcast True if event was not broadcast to clients, false otherwise. */ public GameEvent_PlayerHurt(Handle:event, const String:name[], bool:dontBroadcast) { // Forward event to all modules. static EventDataTypes:eventdatatypes[] = {DataType_Cell, DataType_Cell, DataType_Cell, DataType_Cell, DataType_String, DataType_Cell, DataType_Cell, DataType_Cell}; new any:eventdata[sizeof(eventdatatypes)][32]; eventdata[0][0] = GetClientOfUserId(GetEventInt(event, "userid")); eventdata[1][0] = GetClientOfUserId(GetEventInt(event, "attacker")); eventdata[2][0] = GetEventInt(event, "health"); eventdata[3][0] = GetEventInt(event, "armor"); GetEventString(event, "weapon", eventdata[4], sizeof(eventdata[])); eventdata[5][0] = GetEventInt(event, "dmg_health"); eventdata[6][0] = GetEventInt(event, "dmg_armor"); eventdata[7][0] = GetEventInt(event, "hitgroup"); EventMgr_Forward(g_EvPlayerHurt, eventdata, sizeof(eventdata), sizeof(eventdata[]), eventdatatypes); } /** * Client has been killed. * * @param event Handle to event. This could be INVALID_HANDLE if every plugin hooking * this event has set the hook mode EventHookMode_PostNoCopy. * @param name String containing the name of the event. * @param dontBroadcast True if event was not broadcast to clients, false otherwise. */ public GameEvent_PlayerDeath(Handle:event, const String:name[], bool:dontBroadcast) { // Forward event to all modules. static EventDataTypes:eventdatatypes[] = {DataType_Cell, DataType_Cell, DataType_Cell, DataType_String, DataType_Cell}; new any:eventdata[sizeof(eventdatatypes)][32]; eventdata[0][0] = GetClientOfUserId(GetEventInt(event, "userid")); eventdata[1][0] = GetClientOfUserId(GetEventInt(event, "attacker")); eventdata[2][0] = GetClientOfUserId(GetEventInt(event, "assister")); GetEventString(event, "weapon", eventdata[3], sizeof(eventdata[])); eventdata[4][0] = GetEventInt(event, "headshot"); EventMgr_Forward(g_EvPlayerDeath, eventdata, sizeof(eventdata), sizeof(eventdata[]), eventdatatypes); } /** * Client has jumped. * * @param event Handle to event. This could be INVALID_HANDLE if every plugin hooking * this event has set the hook mode EventHookMode_PostNoCopy. * @param name String containing the name of the event. * @param dontBroadcast True if event was not broadcast to clients, false otherwise. */ public GameEvent_PlayerJump(Handle:event, const String:name[], bool:dontBroadcast) { // Forward event to all modules. new any:eventdata[1][1]; eventdata[0][0] = GetClientOfUserId(GetEventInt(event, "userid")); EventMgr_Forward(g_EvPlayerJump, eventdata, 1, 1, g_CommonDataType2); } public GameEvent_ItemEquip(Handle:event, const String:name[], bool:dontBroadcast) { static EventDataTypes:eventdatatypes[] = {DataType_Cell, DataType_String}; new any:eventdata[sizeof(eventdatatypes)][32]; // Forward event to all modules. eventdata[0][0] = GetClientOfUserId(GetEventInt(event, "userid")); GetEventString(event, "item", eventdata[1], sizeof(eventdata[])); EventMgr_Forward(g_EvItemEquip, eventdata, sizeof(eventdata), sizeof(eventdata[]), eventdatatypes); } /** * Client has fired a weapon. * * @param event Handle to event. This could be INVALID_HANDLE if every plugin hooking * this event has set the hook mode EventHookMode_PostNoCopy. * @param name String containing the name of the event. * @param dontBroadcast True if event was not broadcast to clients, false otherwise. */ public GameEvent_WeaponFire(Handle:event, const String:name[], bool:dontBroadcast) { // Forward event to all modules. (WeaponFire) static EventDataTypes:eventdatatypes[] = {DataType_Cell, DataType_String}; new any:eventdata[sizeof(eventdatatypes)][32]; eventdata[0][0] = GetClientOfUserId(GetEventInt(event, "userid")); GetEventString(event, "weapon", eventdata[1], sizeof(eventdata[])); EventMgr_Forward(g_EvWeaponFire, eventdata, sizeof(eventdata), sizeof(eventdata[]), eventdatatypes); /* // Forward event to all modules. (WeaponEntityFire) new eventdata2[sizeof(eventdatatypes)][1]; static EventDataTypes:eventdatatypes2[] = {DataType_Cell, DataType_Cell}; decl String:classname[32]; new weaponentity; // Loop through all entities. new maxentities = GetMaxEntities(); for (new entity = MaxClients; entity < maxentities; entity++) { if (!IsValidEntity(entity)) continue; GetEdictClassname(entity, classname, sizeof(classname)); if (StrContains(classname, eventdata[1], false) == -1) continue; if (eventdata[0][0] == GetEntPropEnt(entity, Prop_Data, "m_hOwner")) { weaponentity = entity; break; } } eventdata2[0][0] = eventdata[0][0]; eventdata2[1][0] = weaponentity; EventMgr_Forward(g_EvWeaponEntityFire, eventdata2, sizeof(eventdata2), sizeof(eventdata2[]), eventdatatypes2); */ } public GameEvent_PlantBomb(Handle:event, const String:name[], bool:dontBroadcast) { // Forward event to all modules. (WeaponFire) new any:eventdata[1][1]; eventdata[0][0] = GetClientOfUserId(GetEventInt(event, "userid")); EventMgr_Forward(g_EvPlantBomb, eventdata, 1, 1, g_CommonDataType2); } public GameEvent_DefuseBomb(Handle:event, const String:name[], bool:dontBroadcast) { // Forward event to all modules. (WeaponFire) new any:eventdata[1][1]; eventdata[0][0] = GetClientOfUserId(GetEventInt(event, "userid")); EventMgr_Forward(g_EvDefuseBomb, eventdata, 1, 1, g_CommonDataType2); } public GameEvent_RescueHost(Handle:event, const String:name[], bool:dontBroadcast) { // Forward event to all modules. (WeaponFire) new any:eventdata[1][1]; eventdata[0][0] = GetClientOfUserId(GetEventInt(event, "userid")); EventMgr_Forward(g_EvRescueHost, eventdata, 1, 1, g_CommonDataType2); } public Action:GameEvent_ItemPickUp(Handle:event, const String:name[], bool:dontBroadcast) { static EventDataTypes:eventdatatypes[] = {DataType_Cell, DataType_String}; new any:eventdata[sizeof(eventdatatypes)][32]; eventdata[0][0] = GetClientOfUserId(GetEventInt(event, "userid")); GetEventString(event, "item", eventdata[1], sizeof(eventdata[])); EventMgr_Forward(g_EvItemPickUp, eventdata, sizeof(eventdata), sizeof(eventdata[]), eventdatatypes); } #endif Nie mam pojęcia czy to zrobiłem jak należy, dodałem to zamiast zamienic tylko dlatego ponieważ nie tylko sql kożystał u mnie z PutInServer. Daj znać czy coś jeszcze powinienem lub czy jest dobrze. Nie wiem czy tutaj zrobiłem tak jak ma być, według mnie nie: public OnClientAuthorized(client) { // Forward event to all modules. new any:eventdata[1][1]; eventdata[0][0] = client; EventMgr_Forward(g_EvOnClientAuthorized, eventdata, sizeof(eventdata), sizeof(eventdata[]), g_CommonDataType2); }