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Skoki Paladyna


hy.?
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Można by naprawić skoki paladyna, które nie działają ;o

Tutaj macie jak to zrobić:

Znajdź:

public client_PreThink ( id )
{   
  new button2 = get_user_button(id);

Zamień na:

public client_PreThink ( id )
{   
  new button2 = get_user_button(id);
  new clip,ammo
  new weapon = get_user_weapon(id,clip,ammo);

  if(player_class[id]==Paladyn && weapon == CSW_KNIFE)
  {
     if((button2 & IN_DUCK) && (button2 & IN_JUMP) && !(get_user_oldbutton(id) & IN_JUMP))
     {
        if(JumpsLeft[id]>0 && player_speed(id)>100 )
        {
           new flags = pev(id,pev_flags)
           if(flags & FL_ONGROUND)
           {
           set_pev ( id, pev_flags, flags-FL_ONGROUND )

           JumpsLeft[id]--

           new Float:va[3],Float:v[3]
           entity_get_vector(id,EV_VEC_v_angle,va)
           v[0]=floatcos(va[1]/180.0*M_PI)*560.0
           v[1]=floatsin(va[1]/180.0*M_PI)*560.0
           v[2]=300.0
           entity_set_vector(id,EV_VEC_velocity,v)
           }
        }
     }
  }

Znajdź:

register_forward(FM_PlayerPreThink, "Forward_FM_PlayerPreThink")

I usuń to.
Znajdź i usuń.
Kod:
public Forward_FM_PlayerPreThink(id)
{
   static Float:fPunchAngle[3]
   pev(id, pev_punchangle, fPunchAngle)
   if( fPunchAngle[0] == -5)
   {
      if(fm_get_user_longjump(id) && JumpsLeft[id]>0)JumpsLeft[id]--

  write_hud(id)

  if(JumpsLeft[id]<1) fm_set_user_longjump(id,false,true)
       return FMRES_HANDLED
   }
   return FMRES_IGNORED
}

FIX BY MICZU

Źródło

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