About This File
Режим-мод Mario Super Smash Bros для сервера CS:GO. Подробный геймплей смотрите на видео ниже.
В моде можно играть даже просто с ботами.
Видео:
Настройки:
sb_upward_force - на сколько увеличивать прыжок вверх
sb_angles - Default push angles from 0 to 89. 0 looking down and up to 89 looking up.
sb_givedmg_multiplier - на сколько увеличивать наносимый урон
sb_takedmg_multiplier - на сколько увеличивать получаемый урон
sb_pushback_multiplier - дистанция на сколько отталкивает игрока при получении урона
sb_ff - разрешить огонь по своим?
Команды:
sm_sb - основное меню мода
sm_vol - громкость звуков мода
sm_guns - меню оружия
sm_weapons - так же меню оружия
sm_dmg - нанесение урона сразу всем игрокам (админ)
sm_item - создание какого либо предмета (админ)
sm_items - создание рандомного предмета (админ)
Информация для разработчиков:
#if defined _kento_sb_included
#endinput
#endif
/**
* Gets client damages.
*
* @param client Player index.
* @return client damages.
*/
native float SB_GetClientDamage(int client);
/**
* Sets client damages.
*
* @param client Player index.
* @param damage Damage value to set.
* @return true if success, otherwise false.
*/
native bool SB_SetClientDamage(int client, float damage);
/**
* Gets client give damage multiplier.
*
* @param client Player index.
* @return client give damage multiplier.
*/
native float SB_GetClientGiveDamageMultiplier(int client);
/**
* Sets client give damage multiplier.
*
* @param client Player index.
* @param multiplier value to set.
* @return true if success, otherwise false.
*/
native bool SB_SetClientGiveDamageMultiplier(int client, float multiplier);
/**
* Gets client take damage multiplier.
*
* @param client Player index.
* @return client take damage multiplier.
*/
native float SB_GetClientTakeDamageMultiplier(int client);
/**
* Sets client take damage multiplier.
*
* @param client Player index.
* @param multiplier value to set.
* @return true if success, otherwise false.
*/
native bool SB_SetClientTakeDamageMultiplier(int client, float multiplier);
/**
* Gets client pushback multiplier.
*
* @param client Player index.
* @return client pushback multiplier.
*/
native float SB_GetClientPushbackMultiplier(int client);
/**
* Sets client pushback multiplier.
*
* @param client Player index.
* @param multiplier value to set.
* @return true if success, otherwise false.
*/
native bool SB_SetClientPushbackMultiplier(int client, float multiplier);
/**
* Gets client upward force.
*
* @param client Player index.
* @return client upward force.
*/
native float SB_GetClientUpwardForce(int client);
/**
* Sets client upward force.
*
* @param client Player index.
* @param force value to set.
* @return true if success, otherwise false.
*/
native bool SB_SetClientUpwardForce(int client, float force);
/**
* Gets client angle.
*
* @param client Player index.
* @return client angle.
*/
native float SB_GetClientAngle(int client);
/**
* Sets client angle.
*
* @param client Player index.
* @param force value to set.
* @return true if success, otherwise false.
*/
native bool SB_SetClientAngle(int client, float angle);
/**
* Sets client angle.
*
* @param client Player index.
* @param force value to set.
* @return true if success, otherwise false.
*/
native bool SB_KnockBackClient(int client, int attacker);
/**
* When item should spawn.
*
* @param name Item name.
* @param pos Position array.
* @return no return.
*/
forward Action SB_OnItemSpawn(const char[] name, float pos[3]);
/**
* When client knockback.
*
* @param victim Victim player index.
* @param attacker Attacker player index.
* @velocity Knockback velocity
* @return no return.
*/
forward Action SB_OnClientKnockBack(int victim, int attacker, float velocity[3]);
/**
* When player take damage.
*
* @param victim Victim player index.
* @param attacker Attacker player index.
* @param inflictor inflictor entity index, -1 if invalid.
* @param damage Damage
* @return no return.
*/
forward Action SB_OnTakeDamage(int victim, int attacker, int inflictor, float damage);
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