ToolsSetClientAlpha now has option to change weapon alpha too. weaponsalpha module needed to track weapon alphas on pickup and drop. Removed alpha offsets, as it's already supposed by SM natives.
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@ -36,7 +36,6 @@
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#include "zr/roundend"
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#include "zr/roundend"
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#include "zr/infect"
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#include "zr/infect"
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#include "zr/damage"
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#include "zr/damage"
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#include "zr/menu"
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#include "zr/menu"
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#include "zr/event"
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#include "zr/event"
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#include "zr/zadmin"
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#include "zr/zadmin"
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@ -421,7 +421,7 @@ CvarsCreate()
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g_hCvarsList[CVAR_SPAWNPROTECT] = CreateConVar("zr_spawnprotect", "1", "");
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g_hCvarsList[CVAR_SPAWNPROTECT] = CreateConVar("zr_spawnprotect", "1", "");
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g_hCvarsList[CVAR_SPAWNPROTECT_TIME] = CreateConVar("zr_spawnprotect_time", "10", "");
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g_hCvarsList[CVAR_SPAWNPROTECT_TIME] = CreateConVar("zr_spawnprotect_time", "10", "");
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g_hCvarsList[CVAR_SPAWNPROTECT_SPEED] = CreateConVar("zr_spawnprotect_speed", "600.0", "");
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g_hCvarsList[CVAR_SPAWNPROTECT_SPEED] = CreateConVar("zr_spawnprotect_speed", "600.0", "");
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g_hCvarsList[CVAR_SPAWNPROTECT_ALPHA] = CreateConVar("zr_spawnprotect_speed", "0", "");
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g_hCvarsList[CVAR_SPAWNPROTECT_ALPHA] = CreateConVar("zr_spawnprotect_alpha", "0", "");
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// ===========================
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// ===========================
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// Respawn (module)
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// Respawn (module)
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@ -22,8 +22,6 @@ new g_iToolsCollisionGroup;
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new g_iToolsAccount;
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new g_iToolsAccount;
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new g_iToolsDefaultFOV;
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new g_iToolsDefaultFOV;
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new g_iToolsInBuyZone;
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new g_iToolsInBuyZone;
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new g_iToolsRender;
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new g_iToolsRenderMode;
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new g_iToolsActiveWeapon;
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new g_iToolsActiveWeapon;
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/**
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/**
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* @endsection
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* @endsection
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@ -123,20 +121,6 @@ ToolsFindOffsets()
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LogMessageFormatted(-1, "Tools", "Offsets", "Offset \"CCSPlayer::m_bInBuyZone\" was not found.", LOG_FORMAT_TYPE_FATALERROR);
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LogMessageFormatted(-1, "Tools", "Offsets", "Offset \"CCSPlayer::m_bInBuyZone\" was not found.", LOG_FORMAT_TYPE_FATALERROR);
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}
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}
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// If offset "m_clrRender" can't be found, then stop the plugin.
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g_iToolsRender = FindSendPropInfo("CAI_BaseNPC", "m_clrRender");
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if (g_iToolsRender == -1)
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{
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LogMessageFormatted(-1, "Tools", "Offsets", "Offset \"CAI_BaseNPC::m_clrRender\" was not found.", LOG_FORMAT_TYPE_FATALERROR);
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}
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// If offset "m_nRenderMode" can't be found, then stop the plugin.
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g_iToolsRenderMode = FindSendPropInfo("CBaseAnimating", "m_nRenderMode");
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if (g_iToolsRenderMode == -1)
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{
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LogMessageFormatted(-1, "Tools", "Offsets", "Offset \"CBaseAnimating::m_nRenderMode\" was not found.", LOG_FORMAT_TYPE_FATALERROR);
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}
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// If offset "m_hActiveWeapon" can't be found, then stop the plugin.
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// If offset "m_hActiveWeapon" can't be found, then stop the plugin.
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g_iToolsActiveWeapon = FindSendPropInfo("CBasePlayer", "m_hActiveWeapon");
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g_iToolsActiveWeapon = FindSendPropInfo("CBasePlayer", "m_hActiveWeapon");
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if (g_iToolsActiveWeapon == -1)
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if (g_iToolsActiveWeapon == -1)
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@ -139,12 +139,22 @@ ToolsClientScore(client, bool:score = true, bool:apply = true, value = 0)
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*
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*
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* @param client The client index.
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* @param client The client index.
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* @param alpha The alpha value to set client's alpha to. (0-255)
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* @param alpha The alpha value to set client's alpha to. (0-255)
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* @param weapons Apply alpha to all client's weapons.
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*/
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*/
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ToolsSetClientAlpha(client, alpha)
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ToolsSetClientAlpha(client, alpha, bool:bWeapons = true)
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{
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{
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// Turn rendermode on, on the client.
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// Turn rendermode on, on the client.
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SetEntData(client, g_iToolsRenderMode, 3, 1, true);
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SetEntityRenderMode(client, RENDER_TRANSALPHA);
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// Set alpha value on the client.
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// Set alpha value on the client.
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SetEntData(client, g_iToolsRender + 3, alpha, 1, true);
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SetEntityRenderColor(client, _, _, _, alpha);
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// If bWeapons is false, then stop.
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if (!bWeapons)
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{
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return;
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}
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// Set client's weapons' alpha.
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WeaponSetWeaponAlpha(client, alpha);
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}
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}
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@ -378,3 +378,33 @@ WeaponForceClientDrop(client, weapon)
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// Force client to drop weapon.
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// Force client to drop weapon.
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SDKCall(g_hToolsCSWeaponDrop, client, weapon, true, false);
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SDKCall(g_hToolsCSWeaponDrop, client, weapon, true, false);
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}
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}
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/**
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* Set's the alpha on a client's weapons.
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*
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* @param client The client index.
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* @param alpha The alpha to set the weapons to.
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*/
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WeaponSetWeaponAlpha(client, alpha)
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{
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// Get client's list of weapons.
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new weapons[WeaponsType];
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WeaponsGetClientWeapons(client, weapons);
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// Loop through array slots and set alpha.
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// x = weapon slot.
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for (new x = 0; x < WEAPONS_SLOTS_MAX; x++)
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{
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// If weapon is invalid, then stop.
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if (weapons[x] == -1)
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{
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continue;
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}
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// Turn rendermode on, on the weapon.
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SetEntityRenderMode(weapons[x], RENDER_TRANSALPHA);
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// Set alpha value on the weapon.
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SetEntityRenderColor(weapons[x], _, _, _, alpha);
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}
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}
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