Double jump i bhop w Problem z kodem Opublikowano Marzec 14, 2023 o 20:34 Witam tak jak w temacie mam maly problem z Double Jumpem i Bhopem. Sprawdzalem na forum i innych stronach juz ale nie znalazlem odpowiedzi. Kod do double jumpa: public Action OnPlayerRunCmd(iClient, &buttons, &impulse, Float:vel[3], Float:angles[3], &weapon) { if (IsPlayerAlive(iClient)) { static g_fLastButtons[MAXPLAYERS+1], g_fLastFlags[MAXPLAYERS+1], g_iJumps[MAXPLAYERS+1], fCurFlags, fCurButtons; fCurFlags = GetEntityFlags(iClient); fCurButtons = GetClientButtons(iClient); if (g_fLastFlags[iClient] & FL_ONGROUND && !(fCurFlags & FL_ONGROUND) && !(g_fLastButtons[iClient] & IN_JUMP) && fCurButtons & IN_JUMP) g_iJumps[iClient]++; else if(fCurFlags & FL_ONGROUND) g_iJumps[iClient] = 0; else if(!(g_fLastButtons[iClient] & IN_JUMP) && fCurButtons & IN_JUMP && g_iJumps[iClient] == 1) { g_iJumps[iClient]++; decl Float:vVel[3]; GetEntPropVector(iClient, Prop_Data, "m_vecVelocity", vVel); vVel[2] = 250.0; TeleportEntity(iClient, NULL_VECTOR, NULL_VECTOR, vVel); } g_fLastFlags[iClient] = fCurFlags; g_fLastButtons[iClient] = fCurButtons; } return Plugin_Continue; } I kod Bhopa: public Action OnPlayerRunCmd(int client, int &buttons, int &impulse, float vel[3], float angles[3]) { if(!IsPlayerAlive(client) || IsFakeClient(client)) { return Plugin_Continue; } if((buttons & IN_JUMP) > 0 && GetEntityMoveType(client) == MOVETYPE_WALK && GetEntProp(client, Prop_Send, "m_nWaterLevel") <= 1) { int iOldButtons = GetEntProp(client, Prop_Data, "m_nOldButtons"); SetEntProp(client, Prop_Data, "m_nOldButtons", iOldButtons & ~IN_JUMP); } return Plugin_Continue; } Czy ktos mi wyjasni gdzie jest blad badz pomoze mi go rozwiazac? Pozdrawiam Banjo!
Double jump i bhop
w Problem z kodem
Opublikowano
Witam tak jak w temacie mam maly problem z Double Jumpem i Bhopem.
Sprawdzalem na forum i innych stronach juz ale nie znalazlem odpowiedzi.
Kod do double jumpa:
public Action OnPlayerRunCmd(iClient, &buttons, &impulse, Float:vel[3], Float:angles[3], &weapon) { if (IsPlayerAlive(iClient)) { static g_fLastButtons[MAXPLAYERS+1], g_fLastFlags[MAXPLAYERS+1], g_iJumps[MAXPLAYERS+1], fCurFlags, fCurButtons; fCurFlags = GetEntityFlags(iClient); fCurButtons = GetClientButtons(iClient); if (g_fLastFlags[iClient] & FL_ONGROUND && !(fCurFlags & FL_ONGROUND) && !(g_fLastButtons[iClient] & IN_JUMP) && fCurButtons & IN_JUMP) g_iJumps[iClient]++; else if(fCurFlags & FL_ONGROUND) g_iJumps[iClient] = 0; else if(!(g_fLastButtons[iClient] & IN_JUMP) && fCurButtons & IN_JUMP && g_iJumps[iClient] == 1) { g_iJumps[iClient]++; decl Float:vVel[3]; GetEntPropVector(iClient, Prop_Data, "m_vecVelocity", vVel); vVel[2] = 250.0; TeleportEntity(iClient, NULL_VECTOR, NULL_VECTOR, vVel); } g_fLastFlags[iClient] = fCurFlags; g_fLastButtons[iClient] = fCurButtons; } return Plugin_Continue; }
I kod Bhopa:
public Action OnPlayerRunCmd(int client, int &buttons, int &impulse, float vel[3], float angles[3]) { if(!IsPlayerAlive(client) || IsFakeClient(client)) { return Plugin_Continue; } if((buttons & IN_JUMP) > 0 && GetEntityMoveType(client) == MOVETYPE_WALK && GetEntProp(client, Prop_Send, "m_nWaterLevel") <= 1) { int iOldButtons = GetEntProp(client, Prop_Data, "m_nOldButtons"); SetEntProp(client, Prop_Data, "m_nOldButtons", iOldButtons & ~IN_JUMP); } return Plugin_Continue; }
Czy ktos mi wyjasni gdzie jest blad badz pomoze mi go rozwiazac?
Pozdrawiam Banjo!