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- // ***************************************************************************
- // Author: B. Josh Becker
- // Description: This page contains defines as well as the variables used
- // in this plugin
- // ***************************************************************************
- #define TASK_ITEMS 0 // Showing items in the HUD
- #define TASK_SPAWN 32 // Respawning from revive
- #define TASK_IMPALE 64 // Crypt Lord's Impale
- #define TASK_BANISH 96 // Used to set the user's origin back to normal
- #define TASK_SPAWNREMOVEGOD 128 // Gives the user godmode for a brief period after they respawn
- #define TASK_EXPLOSION 160 // From Suicide Bomber
- #define TASK_BEAMCYLINDER 192 // From Suicide Bomber
- #define TASK_GETINPUT 224 // Calls getuserinput function
- #define TASK_COOLDOWN 256 // Ultimate Cooldown function
- #define TASK_TRANSPORT 288 // Transport function for ITEM_MOLE
- #define TASK_MOLE 320 // Used for mole + fan of knives
- #define TASK_WAVE 352 // Healing Wave
- #define TASK_REINCARNATION 384 // Weapon Reincarnation
- #define TASK_GLOW 416 // Calls glow_change
- #define TASK_REMOVEBUYZONE 448 // This will remove a buyzone
- #define TASK_HEX 480 // Jumper task (goomba)
- #define TASK_RESETSPEED 512 // Reset maxspeed (bash)
- #define TASK_ITEM_GLOVES 544 // Nade timer (gloves)
- #define TASK_UNHOLYSPEED 576 // Unholyspeed timer
- #define TASK_RESETGOD 608 // Reset god mode
- #define TASK_BLINKCHECK 640 // Check to see if the player teleported into an invalid location
- #define TASK_BLINKSTUCK 672 // Checks to see if a user is stuck after blinking
- #define TASK_BIGBADATTACKER 704 // _SH_ResetBigBadAttacker
- #define TASK_TELEPORT 736 // For teleporting someone w00t
- //#define TASK_TELEPORT 768 // Teleports the player
- //#define TASK_TELEFADEIN 800 // Calls telefadein function
- //#define TASK_UNSTICK 832 // "Unsticks" a stuck teleported player
- #define TASK_SEARCHTARGET 864 // Used by some ultimates
- //#define TASK_WALKER 896 // Walker process
- #define TASK_ENTANGLEWAIT 928 // Used for entangling roots
- #define TASK_LIGHTNING 960 // Used for chain lightning
- //#define TASK_LIGHTSEARCH 992 // Used for chain lightning
- #define TASK_LIGHTNINGNEXT 1024 // Used for chain lightning
- #define TASK_SPAWNPLAYER 1056 // Used to spawn a player (final spawn call)
- #define TASK_GIVEITEMS 1088 // Used to give a player his items after spawning
- #define TASK_ITEM_RING 1120 // Used with rings of regeneration
- #define TASK_SILENCEBURST 1152
- //#define TASK_ONFIRE 1184 // Used with flamethrower
- //#define TASK_HEALNOW 1226 // Used with Healing Waves
- #define TASK_HEALNEXT 1258 // Used with Healing Waves
- #define TASK_LIGHT 1290 // Used with serpant wards
- #define TASK_SHIELD 1322 // Used to check for shield
- #define TASK_FUNNELS 1354 // Used with Swarming Locusts
- #define TASK_HETHROWEVENT 1386 // Used for nade trails
- #define TASK_MONEYLOOP 1428 // Used for displaying the money for DOD
- #define TASK_TEMPENTITY 1460
- #define TASK_ANKHGIVEITEMS 1492
- #define TASK_HELM 1524
- #define TASK_REINCCHECK 1556
- #define TASK_SAVE 1588 // Used for saving XP
- //#define TASK_UDELAY 1620 // Ultimate Delay Function
- //#define TASK_BURN 1652
- #define TASK_BURNING 1684 // Used for Blood Mage Ultimate
- #define TASK_FINDTARGET 1706 // Used for finding a target
- #define TASK_ULTPING 1738 // Used to play the "ping" sound every second
- #define TASK_BUYTIME 2000 // Checks for buytime
- #define TASK_CHECKVOTES 2002 // Used for checking the votes
- #define TASK_FTCONTROLLER 2003 // Used for automatic start/stop
- #define TASK_CHECKWAR3 2004
- #define TASK_EXECUTECONFIG 2005
- #define TASK_AFTERCONFIG 2006
- #define TASK_SETSQL 2007
- //#define TASK_SETLANGUAGE 2008
- #define TASK_SETVARIABLES 2009
- #define TASK_CLONETHINK 2010
- //#define TASK_CHECKMAP 2011
- #define TASK_BOIDTHINK 2012
- #define TASK_TARGETBOMBED 2013
- //#define TASK_BOMBTIMER 2014
- //#define TASK_WAR3CHECK 2015 // Checks the value of sv_warcraft3 every 5 seconds (better than checking it on every function call)
- #define TASK_SIPHON 2016
- #define TASK_ENDULTIMATE 2017
- //#define TASK_BEFORE_ROUND_START 2018
- #define TASK_MOLEFIX 3000
- #define TASK_RESETSPAWNS 3001
- #define TASK_UDELAY 3002 // Ultimate delay function
- // From ../multiplayer source/dlls/player.cpp
- #define ARMOR_RATIO 0.7 // Armor Takes 30% of the damage (was .2 in the SDK)
- #define ARMOR_BONUS 0.5 // Each Point of Armor is work 1/x points of health
- #define TE_BEAMPOINTS 0
- #define TE_EXPLOSION 3
- #define TE_TAREXPLOSION 4
- #define TE_SMOKE 5
- #define TE_BEAMENTS 8
- #define TE_LAVASPLASH 10
- #define TE_TELEPORT 11
- #define TE_IMPLOSION 14
- #define TE_SPRITETRAIL 15
- #define TE_SPRITE 17
- #define TE_BEAMCYLINDER 21
- #define TE_BEAMFOLLOW 22
- #define TE_STREAK_SPLASH 25
- #define TE_ELIGHT 28
- #define TE_LARGEFUNNEL 100
- #define TE_FIZZ 105 // create alpha sprites inside of entity, float upwards
- #define TE_BUBBLES 113 // create alpha sprites inside of box, float upwards
- #define TE_SPRAY 120
- #define TE_PLAYERATTACHMENT 124
- #define EF_BRIGHTFIELD 1
- #define TE_EXPLFLAG_NONE 0
- #define MAX_NAME_LENGTH 32
- #define MAX_VAR_LENGTH 64
- #define RACE_SKILL_LENGTH 64
- #define RACE_SKILL_LENGTH_F 63
- #define RACE_NAME_LENGTH 64
- #define RACE_NAME_LENGTH_F 63
- #define ITEM_NAME_LENGTH 64
- #define ITEM_NAME_LENGTH_F 63
- #define SHORT_RACE_NAME_LENGTH 16
- #define SHORT_RACE_NAME_LENGTH_F 15
- #define SHORT_ITEM_NAME_LENGTH 32
- #define SHORT_ITEM_NAME_LENGTH_F 31
- #define TELEPORT_RADIUS 50
- #define LIGHTNING_RANGE 500
- #define ORB_DAMAGE 20 // Damage done by Orb of Annihilation
- // CS AmmoX Types
- #define AMMOX_338MAGNUM 1 // AWP
- #define AMMOX_762NATO 2 // AK47, SCOUT, G3SG1
- #define AMMOX_556NATOBOX 3 // MG
- #define AMMOX_556NATO 4 // SG552, GALI, FAMAS, M4A1, AUG, SG550
- #define AMMOX_BUCKSHOT 5 // M3, XM1014
- #define AMMOX_45ACP 6 // MAC10, UMP45, USP
- #define AMMOX_57MM 7 // P90, FIVESEVEN
- #define AMMOX_50AE 8 // DEAGLE
- #define AMMOX_357SIG 9 // P228
- #define AMMOX_9MM 10 // MP5NAVY, TMP, GLOCK18, ELITE
- #define AMMOX_FLASHBANG 11 // Flashbang
- #define AMMOX_HEGRENADE 12 // HE Grenade
- #define AMMOX_SMOKEGRENADE 13 // Smoke Grenade
- #define HITGROUP_GENERIC 0 // none
- #define HITGROUP_HEAD 1 // 1 << 1 = 2
- #define HITGROUP_CHEST 2 // 1 << 2 = 4
- #define HITGROUP_STOMACH 3 // 8
- #define HITGROUP_LEFTARM 4 // 16
- #define HITGROUP_RIGHTARM 5 // 32
- #define HITGROUP_LEFTLEG 6 // 64
- #define HITGROUP_RIGHTLEG 7 // 128
- /* Weapon IDs */
- #define CSW_WORLDSPAWN 0
- #if !defined CSW_GALIL
- #define CSW_GALIL 14
- #endif
- #if !defined CSW_FAMAS
- #define CSW_FAMAS 15
- #endif
- #define CSW_WAR3_MIN 51
- #define CSW_LIGHTNING 51
- #define CSW_SUICIDE 52
- #define CSW_IMMOLATE 53
- #define CSW_LOCUSTS 54
- #define CSW_SERPENTWARD 55
- #define CSW_SHADOW 56
- #define CSW_THORNS 57
- #define CSW_CARAPACE 58
- #define CSW_CARRION 59
- #define CSW_ORB 60
- #define CSW_CONCOCTION 61
- #define CSW_BANISH 62
- #define CSW_WAR3_MAX 62
- // Should be equal to (CSW_WAR3_MIN - CSW_WAR3_MAX) + 1
- #define MAX_CSW_S 12
- // Race numbers
- #define RACE_NONE 0
- #define RACE_UNDEAD 1
- #define RACE_HUMAN 2
- #define RACE_ORC 3
- #define RACE_ELF 4
- #define RACE_BLOOD 5
- #define RACE_SHADOW 6
- #define RACE_WARDEN 7
- #define RACE_CRYPT 8
- #define RACE_CHAMELEON 9
- // team ids
- #define UNASSIGNED 0
- #define TS 1
- #define CTS 2
- #define AUTO_TEAM 5
- // New team ID defines
- #define TEAM_T 1
- #define TEAM_CT 2
- // To determine what game is running
- #define GAME_CSTRIKE 1
- #define GAME_CZERO 2
- #define GAME_DOD 3
- // Used with PB_SKINSWITCHED
- #define SKIN_RESET 0
- #define SKIN_SWITCH 1
- #define KEY_1 0
- #define KEY_2 1
- #define KEY_3 2
- #define KEY_4 3
- #define KEY_5 4
- #define KEY_6 5
- #define KEY_7 6
- #define KEY_8 7
- #define KEY_9 8
- #define KEY_0 9
- #define XPOS 0
- #define YPOS 1
- #define ZPOS 2
- #define DISPLAYLEVEL_NONE 0
- #define DISPLAYLEVEL_SHOWRACE 1
- #define DISPLAYLEVEL_SHOWGAINED 2
- //#define DISPLAYLEVEL_SHOWBOTH 3
- #define DISPLAYLEVEL_SHOWRACECHAT 4
- #define MAX_RACES 9
- #define MAX_LEVELS 30
- // ***************************************************************************
- // The following section contains defines for the player_data array, it pretty much
- // stores everything.
- // P_ is within player_data
- // PB_ is within player_data_bool array
- // ***************************************************************************
- // ***************************
- // Start of info for player_data
- // ***************************
- #define P_RACE 0 // Race
- //#define P_SKILL1 1 // Skill 1 level
- //#define P_SKILL2 2 // Skill 2 level
- //#define P_SKILL3 3 // Skill 4 level
- //#define P_ULTIMATE 4 // Ultimate level
- #define P_LEVEL 5 // Player Level
- #define P_XP 6 // Current XP
- // Miscellaneous options
- #define P_SPECMODE 7 // Used to determine if the player is spectating or not
- #define P_SHOWRACEMENU 8 // Should we show the race menu when the player respawns?
- #define P_SHOWICONS 9 // Show player icons/levels for this player?
- #define P_CHANGERACE 10 // Holds the value of what race to change to when the following round starts
- // Used for weapon Reincarnation
- #define P_FLASHCOUNT 11 // Number of flash grenades bought that round
- #define P_HECOUNT 12 // Number of HE's bought that round
- #define P_SMOKECOUNT 13 // Number of smoke grenades bought that round
- #define P_ARMORONDEATH 14 // Amount of armor the player had when he/she died
- #define P_LASTARMOR 15 // This will contain the previous value of P_ARMORONDEATH
- // Used by various ultimates/abilities
- #define P_TELEMENU 16 // Used by teleport
- #define P_TEAM 17 // Stores the player's team ID
- //#define P_SHADOWCOUNT 18 // Number of shadow strikes the player has left
- #define P_SERPENTCOUNT 19 // Number of serpent wards the player has left
- #define P_RINGS 20
- #define P_ULTIMATEDELAY 21
- #define P_RESPAWNBY 22 // Stores how the user is going to respawn
- // Used for DOD
- #define P_MONEY 23 // Amount of money the player has
- #define P_LAST 24
- // ***************************
- // End of info for player_data
- // ***************************
- // ***************************
- // Start of info for player_data_bool
- // ***************************
- // Miscellaneous
- #define PB_SKINSWITCHED 0 // Set if the user's skin has been changed
- #define PB_RESETSKILLS 1 // Does the player want to reset their skills in the next round?
- #define PB_CHANGINGTEAM 2 // Is the user currently changing his/her team?
- #define PB_DIEDLASTROUND 3 // Did the user died during the previous round?
- // Used for weapon Reincarnation
- #define PB_DEFUSE 4 // Player had a defuse kit when he/she died?
- #define PB_SHIELD 5 // Player had a shield when he/she died?
- #define PB_NIGHTVISION 6 // Player had nightvision when he/she died?
- #define PB_USP_SILENCED 28 // USP silenced on death?
- #define PB_M4A1_SILENCED 29 // M4A1 silenced on death?
- #define PB_GLOCK_BURST 30 // Glock in burst mode on death?
- #define PB_FAMAS_BURST 31 // Famas in burst mode on death?
- // Used by various ultimates/abilities
- #define PB_GIVEITEMS 7 // Tells weapon controller function to give the player his items after respawning
- #define PB_NADEJUSTRECEIVED 8 // Used with flaming gloves... (removable?)
- #define PB_MOLE 9 // Is the player a mole?
- #define PB_PHOENIX 10 // Will this player have phoenix?
- #define PB_WARDENBLINK 11 // Does this player have blink enabled?
- #define PB_SUICIDEATTEMPT 12 // Has this player made a suicide attempt for undead's ultimate?
- #define PB_ISBURNING 13 // Is the player burning from the immolate ultimate?
- #define PB_STUNNED 14
- #define PB_SLOWED 15
- #define PB_ISSEARCHING 16
- #define PB_LIGHTNINGHIT 17
- #define PB_INVIS 18
- #define PB_HEXED 19 // Is the player hexed? (All abilities are disabled)
- #define PB_JUSTJOINED 20
- #define PB_ISCONNECTED 21
- #define PB_GODMODE 22
- #define PB_HAS_SPAWNED 23 // Has the player previously spawned this round?
- #define PB_CAN_RENDER 24
- #define PB_NO_DAMAGE 25
- #define PB_BIGBAD_ATTACKER 26 // This user is allowed to attack a user running big bad voodoo!
- #define PB_ISPLANTING 27 // Set to true if the user is planting the bomb
- // #define PB_CHAM_CONFIGURED 28 // Has chameleon been configured?
- #define PB_LAST 32
- // ***************************
- // End of info for player_data_bool
- // ***************************
- // ***************************************************************************
- // End player array information
- // ***************************************************************************
- // What is the user going to respawn by?
- #define RESPAWN_ITEM 1
- #define RESPAWN_PHOENIX 2
- #define RESPAWN_VENGEANCE 3
- // Enemies who have immunity w/in this radius will cause blink to fail
- #define IMMUNITY_RADIUS 500
- #define SPAWN_DELAY 0.2
- // ***************************************************************************
- // Start of variables
- // ***************************************************************************
- // Use this everywhere instead of declaring it in each function (compiles faster)
- new szTmpMsg[2048];
- // This keeps track of which races were given "free" XP - we don't want to save this XP to the database
- new bool:g_bGivenLevel10[33][MAX_RACES+1]; // Stores if we gave them level 10
- new g_GlowLevel[33][4];
- // Used for Chameleon
- new g_ChamSkills[5];
- new p_data[33][P_LAST] // Contains player data
- new bool:p_data_b[33][PB_LAST] // Contains player data of type boolean
- // Used for advanced statistics
- new iStatsHead[33][MAX_CSW_S]
- new iStatsChest[33][MAX_CSW_S]
- new iStatsStomach[33][MAX_CSW_S]
- new iStatsLeftArm[33][MAX_CSW_S]
- new iStatsRightArm[33][MAX_CSW_S]
- new iStatsLeftLeg[33][MAX_CSW_S]
- new iStatsRightLeg[33][MAX_CSW_S]
- new iStatsKills[33][MAX_CSW_S]
- new iStatsDeaths[33][MAX_CSW_S]
- new iStatsHS[33][MAX_CSW_S]
- new iStatsTKS[33][MAX_CSW_S]
- new iStatsShots[33][MAX_CSW_S]
- new iStatsHits[33][MAX_CSW_S]
- new iStatsDamage[33][MAX_CSW_S]
- new MAXPLAYERS
- // Used by admin menu
- new g_menuPosition[33]
- new g_menuPlayers[33][32]
- new g_menuPlayersNum[33]
- new g_menuOption[33]
- new g_menuSettings[33]
- new gmsgStatusText
- new gmsgBarTime
- // Used with SHARED_SetUserSpeed
- new bool:g_bPlayerZoomed[33];
- new szSpawnEnt[2][32];
- /* START - CSTRIKE VARIABLES */
- new bool:g_freezeTime = false;
- new bool:g_buyTime
- // Counter-Strike/Condition Zero Skins
- new SKIN_CT[5][] = { "sas" , "gsg9" , "urban" , "gign" , "spetsnaz" };
- new SKIN_T[5][] = { "arctic" , "leet" , "guerilla" , "terror" , "militia" };
- // Day of Defeat Player skins
- new SKIN_AXIS[2][] = { "axis-inf" , "axis-para" };
- new SKIN_ALLIES[2][] = { "us-inf" , "us-para" };
- new SKIN_BRIT[1][] = { "brit-inf" };
- new CsArmorType:g_ArmorType[33];
- /* END - CSTRIKE VARIABLES */
- /* START - DOD VARIABLES */
- new gmsgHudText
- new iReincarnation[33][3];
- /* END - DOD VARIABLES */
- // Used to keep track of how much dmg one player does to another
- new g_iDamageDealt[33][33];
- // Used with helm
- new Float:fLastShotFired[33];
- // Used to determine if the ultimatedelay is valid
- new g_iUltimateDelay;
- // Captured Messages
- new gmsgDeathMsg
- new gmsgScreenFade
- new gmsgScreenShake
- new gmsgScoreInfo
- new gmsgStatusIcon
- new bool:g_GameRestarting = false;
- new bool:bIgnoreArmorSet[33];
- new g_MODclient[15] = "* [WAR3FT]"
- new bool:warcraft3 = true
- new bool:g_EndRound
- // Used to make sure a spawn point isn't used for another player
- #define TOTAL_SPAWNS 64
- new g_iSpawnReserved[TOTAL_SPAWNS];
- new g_iSpawnInc = 0;
- new g_PlayerWeapons[33][32]; // Stores player weapons after they have been purchased
- new g_PlayerLastWeapons[33][32]; // Stores player weapons after they have been purchased
- new g_MOD = 0;
- // thanks twistedeuphoria - from objective proximity warning
- #define MAX_OBJECTIVES 11
- #define OBJENT_VIP_ESCAPE 0
- #define OBJENT_HOSTAGE 1
- #define OBJENT_BOMBSITE 2
- #define OBJENT_HOSTAGE_ESCAPE 3
- new g_iObjectiveEnt[MAX_OBJECTIVES];
- new g_iObjectiveEntType[MAX_OBJECTIVES];
- new Float:g_fObjectiveOrigin[MAX_OBJECTIVES][3]
- new g_iTotalObjectiveEnts = 0;
- new bool:g_bLevitation[33];
- new bool:g_bOrcNadesDisabled = false;
- new bool:g_bGlovesDisabled = false;
- // ***************************
- // Skill Information
- // ***************************
- #define SKILL_1 1
- #define SKILL_2 2
- #define SKILL_3 3
- #define SKILL_ULTIMATE 4
- #define SKILL_PASSIVE 5
- #define MAX_PLAYER_SKILLS 6
- #define MIN_ULT_LEVEL 6
- // SKILL DEFINES
- #define SKILL_NONE -1
- #define SKILL_VAMPIRICAURA 0
- #define SKILL_UNHOLYAURA 1
- #define SKILL_LEVITATION 2
- #define ULTIMATE_SUICIDE 3
- #define SKILL_INVISIBILITY 4
- #define SKILL_DEVOTION 5
- #define SKILL_BASH 6
- #define ULTIMATE_BLINK 7
- #define SKILL_CRITICALSTRIKE 8
- #define SKILL_CRITICALGRENADE 9
- #define SKILL_REINCARNATION 10
- #define ULTIMATE_CHAINLIGHTNING 11
- #define SKILL_EVASION 12
- #define SKILL_THORNS 13
- #define SKILL_TRUESHOT 14
- #define ULTIMATE_ENTANGLE 15
- #define SKILL_PHOENIX 16
- #define SKILL_BANISH 17
- #define SKILL_SIPHONMANA 18
- #define ULTIMATE_IMMOLATE 19
- #define PASS_RESISTANTSKIN 20
- #define SKILL_HEALINGWAVE 21
- #define SKILL_HEX 22
- #define SKILL_SERPENTWARD 23
- #define ULTIMATE_BIGBADVOODOO 24
- #define PASS_UNSTABLECONCOCTION 25
- #define SKILL_FANOFKNIVES 26
- #define SKILL_BLINK 27
- #define SKILL_SHADOWSTRIKE 28
- #define ULTIMATE_VENGEANCE 29
- #define PASS_HARDENEDSKIN 30
- #define SKILL_IMPALE 31
- #define SKILL_SPIKEDCARAPACE 32
- #define SKILL_CARRIONBEETLES 33
- #define ULTIMATE_LOCUSTSWARM 34
- #define PASS_ORB 35
- #define MAX_SKILLS 81
- #define MAX_RACE_SKILLS 3
- #define MAX_SKILL_LEVEL 9
- #define MAX_ULTIMATE_LEVEL 1
- // Used with g_SkillType
- #define SKILL_TYPE_TRAINABLE 1
- #define SKILL_TYPE_PASSIVE 2
- #define SKILL_TYPE_ULTIMATE 3
- // Used with g_SkillOrder
- #define SKILL_POS_NONE -1
- #define SKILL_POS_1 0
- #define SKILL_POS_2 1
- #define SKILL_POS_3 2
- #define SKILL_POS_4 3
- new g_SkillOwner[MAX_SKILLS ]; // For each skill, says who the owning race is
- new g_SkillType[MAX_SKILLS ]; // For each skill, says what type of skill it is (trainable/ultimate/passive)
- new g_SkillOrder[MAX_SKILLS ]; // For each skill, lists what order it should appear in /level and /selectskill (and how it should save)
- // Used to store what level each skill is for the players
- new g_PlayerSkillLevel[33][MAX_SKILLS]; // Stores what level each skill is
- new bool:g_bPlayerSkills[33][MAX_SKILLS]; // Stores what skills the player has available (set on race selection)
- // Constants for Abilities
- new const Float:p_vampiric[9] = {0.5,0.10,0.15,0.20,0.25,0.30,0.35,0.40,0.45} // Vampiric Aura (skill 1)
- new Float:p_unholy[9] = {260.0,270.0,280.0,290.0,300.0,310.0,320.0,330.0,340.0} // Unholy Aura (skill 2)
- new Float:p_unholy_dod[9] = {33.3,44.0,55.0,66.0,77.0,88.0,99.0,111.0.122.0,130.0}
- new const Float:p_levitation[9] = {0.8,0.7,0.6,0.5,0.4,0.35,0.30,0.25,0.20} // Levitation (skill 3)
- new const p_invisibility[9] = {200,190,180,170,160,145,130,120,100} // Invisibility (skill 1)
- new const p_devotion = 15 // Devotion Aura (skill 2)
- new const Float:p_bash[9] = {0.05,0.10,0.15,0.20,0.25,0.30,0.35,0.40,0.45} // Bash (skill 3)
- new const Float:p_critical[9] = {0.1,0.2,0.3,0.4,0.5,0.6,0.7,0.8,0.9} // Critical Strike (skill 1)
- new const Float:p_grenade[9] = {1.0,2.0,3.0,3.5,4.0,4.5,5.0,5.5,6.0} // Critical Grenade (skill 2)
- new const Float:p_ankh[9] = {0.2,0.3,0.4,0.5,0.6,0.7,0.8,0.9,1.0} // Equipment reincarnation (skill 3)
- new const Float:p_evasion[9] = {0.1,0.175,0.25,0.40,0.50,0.60,0.70,0.75,0.80} // Evasion (skill 1)
- new const Float:p_thorns[9] = {0.05,0.1,0.15,0.20,0.22,0.25,0.28,0.30,0.33} // Thorns Aura (skill 2)
- new const Float:p_trueshot[9] = {0.1,0.2,0.35,0.40,0.42,0.44,0.46,0.48,0.50} // Trueshot Aura (skill 3)
- new const Float:p_phoenix[9] = {0.22,0.33,0.44,0.55,0.66,0.77,0.88,0.99,2.00,} // Phoenix (skill 1)
- new const p_phoenix_dod[9] = {222,333,444,555,666,777,888,999,2000} // Phoenix - DOD (skill 1)
- new const Float:p_banish[9] = {0.05,0.10,0.15,0.20,0.25,0.30,0.35,0.40,0.45} // Banish (skill 2)
- new const Float:p_mana[9] = {0.02,0.03,0.04,0.05,0.06,0.07,0.08,0.1} // Siphon Mana (skill 3)
- new const Float:p_resistant[31] = {0.02, 0.04, 0.08, 0.12, 0.16, 0.20, 0.24, 0.28, 0.32, 0.36, 0.40} // Resistant Skin (Skill 4)
- new const Float:p_heal[9] = {6.0,5.0,4.0,3.0,2.5,2.0,1.5,1.0,0.5} // Healing Wave (skill 1)
- new const Float:p_hex[9] = {0.05,0.10,0.15,0.20,0.25,0.30,0.35,0.40,0.45} // Hex (skill 2)
- new const p_serpent[9] = {1,2,3,4,5,6,7,8,9} // Serpent Ward (skill 3)
- new const Float:p_concoction[31] = {0.01, 0.02, 0.03, 0.04, 0.05, 0.06, 0.07, 0.08, 0.09, 0.10,0.11, 0.12, 0.13, 0.14, 0.15, 0.16, 0.17, 0.18, 0.19, 0.20,0.21, 0.22, 0.23, 0.24, 0.25, 0.26, 0.27, 0.28, 0,29, 0.30,0.31} // Unstable Concoction (Skill 4)
- new const Float:p_fan[9] = {0.05,0.10,0.15,0.20,0.25,0.30,0.35,0.40,0.45} // Fan of Knives (skill 1)
- new const Float:p_blink[9] = {0.22,0.33,0.44,0.55,0.66,0.77,0.88,0.99,2.00,} // Blink (skill 2)
- new const Float:p_shadow[9] = {0.05,0.10,0.15,0.20,0.25,0.30,0.35,0.40,0.45} // Shadow Strike (skill 3)
- new const Float:p_harden[31] = {0.01, 0.02, 0.03, 0.04, 0.05, 0.06, 0.07, 0.08, 0.09, 0.10,0.11, 0.12, 0.13, 0.14, 0.15, 0.16, 0.17, 0.18,0.19, 0.20,0.21, 0.22, 0.23, 0.25, 0.27, 0.30, 0.33, 0.36, 0,40, 0.45,0.51} // Hardened Skin (Skill 4)
- new const Float:p_impale[9] = {0.05,0.10,0.15,0.20,0.25,0.30,0.35,0.40,0.45} // Impale (skill 1)
- new const Float:p_spiked[9] = {0.05,0.10,0.15,0.20,0.25,0.30,0.35,0.40,0.45} // Spiked Carapace (skill 2)
- new const Float:p_carrion[9] = {0.05,0.10,0.15,0.20,0.25,0.30,0.35,0.40,0.45} // Carrion Beetle (skill 3)
- new const Float:p_orb[31] = {0.01, 0.02, 0.03, 0.04, 0.05, 0.06, 0.07, 0.08, 0.09, 0.10,0.11, 0.12, 0.13, 0.14, 0.15, 0.16, 0.17, 0.18, 0.19, 0.20,0.21, 0.22, 0.23, 0.24, 0.25, 0.26, 0.27, 0.28, 0,29, 0.30,0.31} // Orb of Annihilation (Skill 4)
- new MOTD_header[] = "<html><head><LINK REL=^"StyleSheet^" HREF=^"wc3.css^" TYPE=^"text/css^"></head><body>";
- // SOUNDS
- #define MAX_SOUNDS 29
- new g_szSounds[MAX_SOUNDS][64];
- #define SOUND_VENGEANCE 0
- #define SOUND_SUICIDE 1
- #define SOUND_BANISH 2
- #define SOUND_LOCUSTSWARM 3
- #define SOUND_SHADOWSTRIKE 4
- #define SOUND_CARRION 5
- #define SOUND_IMPALE 6
- #define SOUND_VOODOO 7
- #define SOUND_FLAMESTRIKE 8
- #define SOUND_ENTANGLING 9
- #define SOUND_LIGHTNING 10
- #define SOUND_TELEPORT 11
- #define SOUND_BLINK 12
- #define SOUND_ANNIHILATION 13
- #define SOUND_CONCOCTION_CAST 14
- #define SOUND_CONCOCTION_HIT 15
- #define SOUND_HEX 16
- #define SOUND_IMMOLATE 17
- #define SOUND_IMMOLATE_BURNING 18
- #define SOUND_LEVELUP 19
- #define SOUND_PICKUPITEM 20
- #define SOUND_TOME 21
- #define SOUND_ULTIMATESCAN 22
- #define SOUND_ULTIMATEREADY 23
- #define SOUND_REINCARNATION 24
- #define SOUND_ANTEND 25
- #define SOUND_ERROR 26
- #define SOUND_DISPELL 27
- #define SOUND_SPELLSHIELD 28
- // SPRITES
- #define MAX_SPRITES 15
- new g_szSprites[MAX_SPRITES][64];
- new g_szRaceSprites[MAX_RACES + 1][64];
- new g_szLevelSprites[MAX_LEVELS + 1][64];
- new g_iRaceSprites[MAX_RACES + 1];
- new g_iLevelSprites[MAX_LEVELS + 1];
- new g_iSprites[MAX_SPRITES] = {0};
- new bool:g_bExtraSpritesEnabled = false
- #define SPR_BANISH 0
- #define SPR_SHADOWSTRIKE 1
- #define SPR_SNOW 2
- #define SPR_FIRE 3
- #define SPR_BURNING 4
- #define SPR_BEETLE 5
- #define SPR_FIREBALL 6
- #define SPR_BEAM 7
- #define SPR_TRAIL 8
- #define SPR_SHOCKWAVE 9
- #define SPR_LIGHTNING 10
- #define SPR_FLARE 11
- #define SPR_WAVE 12
- #define SPR_SMOKE 13
- #define SPR_IMMOLATE 14
- // HUD Channels
- #define HUD_SPEC_INFO 1 // Info displayed in bottom corner of player being spectated
- #define HUD_SHOWSTATUS 4 // Information shown on enemies/teammates when looking at them
- #define HUD_DOD_MONEY 4 // Money Displayed at top center of screen in DOD
- #define HUD_RACE_INFO 2 // /level command
- #define HUD_ULTIMATE 1 // Ultimate messages (i.e. you have _ seconds remaining)
- #define HUD_SKILL 3 // i.e. "you have evaded a shot"
- #define HUD_XP 3 // Used to show the user their xp/items when dead
- #define HUD_AUTO -1 // Automatically choose one!
- #define HUD_TIMER 1 // Timer
- #define FADE_OUT 0x0000 // Fade out from max alpha
- #define FADE_IN 0x0001 // Fade in to max alpha
- #define FADE_MODULATE_OUT 0x0002 // Modulate, fade out from max alpha
- #define FADE_MODULATE_IN 0x0003 // Modulate, fade in to max alpha
- #define FADE_ONLYONE_OUT 0x0004 // Start at max Alpha, no fade out
- #define FADE_ONLYONE_IN 0x0005 // Fade in to max Alpha, no fade out
- #define FADE_MODONE_OUT 0x0006 // Modulate, Start at max Alpha, no fade
- #define FADE_MODONE_IN 0x0007 // Modulate, Fade in to max Alpha, no fade out
- #define HUDMESSAGE_FX_FADEIN 0 // hudmessage effect types
- #define HUDMESSAGE_FX_FLICKER 1
- #define HUDMESSAGE_FX_WRITEOUT 2
- // Used for spectating info
- #define SPEC_HOLDTIME 10.0
- new g_iSpectatingID[33];
- new Float:g_fLastSpecDisplay[33];
- // Lets keep track of what team the player is on!
- new g_iPlayerTeam[33];
- #define BOT_CAST_ULT_CHANCE 0.10
- new bool:g_bCZBotRegisterHam
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