Coder'm Diye Geçinenlere Gelsin.. AFTERLIFE 3D RC

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Kod:
 * (c) Copyright 1998-2002, ITB CompuPhase
* This file is provided as is (no warranties).
*/
#if defined _core_included
  #endinput
#endif
#define _core_included
 
native heapspace();
 
native funcidx(const name[]);
 
native numargs();
native getarg(arg, index=0);
native setarg(arg, index=0, value);
 
native strlen(const string[]);
native strpack(dest[], const source[]);
native strunpack(dest[], const source[]);
 
native tolower(c);
native toupper(c);
native swapchars(c);
 
native random(max);
 
/* We use the Small versions in adminlib.inc instead
native min(value1, value2);
native max(value1, value2);
*/
native clamp(value, min=cellmin, max=cellmax);
 
native getproperty(id=0, const name[]="", value=cellmin, string[]="");
native setproperty(id=0, const name[]="", value=cellmin, const string[]="");
native deleteproperty(id=0, const name[]="", value=cellmin);
native existproperty(id=0, const name[]="", value=cellmin)
 
 
 
 
 
#include <core>
#include <string>
 
#define CHAR_INVALID -1
#define FALSE 0
#define NULL_CHAR 0
#define PERIOD_CHAR 46
#define QUOTE_CHAR 34
#define TRUE 1
 
/* Returns 1 if the current user has the required auth level, 0 otherwise */
stock check_auth( iAuthLevel ) {
    new iResult = access(iAuthLevel,"");
    if (iResult!=0) iResult = 1;
    return iResult;
}
 
/* Returns the lesser of a and b */
stock min(a,b) {
    if (a<b) return a;
    else return b;
    return 1;
}
 
/* Returns the greater of a and b */
stock max(a,b) {
    if (a>b) return a;
    else return b;
    return 1;
}
 
/* Executes a command while providing the nicely formatted output */
stock execute_command(sUser[], sCommand[], sHalfLifeCmd[], sData[]) {
    new sRconCmd[MAX_DATA_LENGTH];
   
    say_command(sUser,sCommand,sData);
    snprintf(sRconCmd, MAX_DATA_LENGTH, "%s %s", sHalfLifeCmd, sData);
    exec(sRconCmd);
}
 
/* Nicely formats the current command */
stock format_command(sUser[],sCommand[],sData[],sText[]) {
    snprintf(sText, MAX_TEXT_LENGTH, "Command: %s used command %s %s", sUser, sCommand, sData);
}
 
/* Logs a command */
stock log_command(sUser[],sCommand[],sData[]) {
    new sText[MAX_TEXT_LENGTH];
    format_command(sUser,sCommand,sData,sText);
    log(sText);
}
 
/* NumToStr courtesy of Nathan O'Sullivan (http://nathan.qgl.org/halflifeadmin/numtostr.txt) */
stock numtostr(num,str[]) {
    new Base = 1;
    new Digits = 1;
    new i = 0;
   
    /* Special case: 0 */
    if (num == 0) {
        str[i++] = '0';
        str[i++] = NULL_CHAR;
    } else {
        /* If we've got a negative number, add a negative sign
        to the string, and multiply the number by -1 */
        if (num < 0) {
            str[i++] = '-';   
            num *= -1;
        }
   
        /* Ok.  We've got at least one digit.  Keep multiplying by
        10 till we get a higher number than what we've got.  Note
        that this will leave Digits 1 higher than what we want (eg,
        if Num was 7, Digits will be 2 */
        while (Base <= num) {
            Base *= 10;
            Digits++;
        }
       
        /* Because Digits is higher, use --Digits rather than Digits--.
        Also, divide Base before using it. */
        while (--Digits > 0) {
            Base /= 10;
            str[i++] = '0' + (num - (num % Base)) / Base;
            num = num % Base;
        }
        str[i++] = NULL_CHAR;
    }
}
 
/* Command to use when the person doesn't have the proper permissions. */
stock reject_message(iPublic = 0) {
    new sText[MAX_TEXT_LENGTH];
   
    getstrvar("admin_reject_msg",sText,MAX_TEXT_LENGTH);
    if(strlen(sText) < 2)
        strcpy(sText, "You do not have access to this command.", MAX_TEXT_LENGTH);
    if (iPublic == 0) {
        selfmessage(sText);
    } else {
        say(sText);
    }
}
 
/* Results differ upon the setting of admin_quiet.  If admin_quiet
is 0, says who executed what command.  If admin_quiet is 1, says
'Admin' executed what command. Otherwise, simply logs.
The override option allows one to ignore admin_quiet, and always
display a message.
*/
stock say_command(sUser[],sCommand[],sData[], iOverride = 0) {
    new iQuiet;
    new sText[MAX_TEXT_LENGTH];
   
    iQuiet = getvar("admin_quiet");
    if (iQuiet==0) {
        format_command(sUser,sCommand,sData,sText);
        say(sText);
    } else if (iQuiet==1 || iOverride==1) {
        format_command("Admin",sCommand,sData,sText);
        say(sText);
    } else {
        log_command(sUser,sCommand,sData);
    }
}
 
 
 
/* Given a string (str[]), this will attempt to break it apart at the first
space that's not inside quotation marks.  Quotes at the beginning and end
will be stripped.  Ie,
 
new str[20] = "This is a test"
new first[20];
new second[20];
strbreak(str,first,second, 20);
 
first is now equal to "This", and second is now equal to "is a test".  If
str[] had been "^"This is^" a test", first would be "This is" and second would
be "a test".
At maximum maxlen characters will be copied. */
stock strbreak(str[], first[], second[], maxlen, flen=sizeof first, slen=sizeof second ) {
    new i = 0;
    new j = 0;
    new NullPos = CHAR_INVALID;
    new Quote = FALSE;
    new SpacePos = CHAR_INVALID;
    new iFirstEnd;
    new iSecondEnd;
 
    if (maxlen == 0)
        maxlen = strlen(str);
 
 
 
    // Find the position of the first unquoted space and the terminating NULL character
    for(i=0; i<=strlen(str); i++)
 
 
 
 
 
 
 
 
 
 
 
    particle_t  *( *R_AllocParticle )            ( void ( *callback ) ( struct particle_s *particle, float frametime ) );
    void        ( *R_BlobExplosion )            ( float * org );
    void        ( *R_Blood )                    ( float * org, float * dir, int pcolor, int speed );
    void        ( *R_BloodSprite )                ( float * org, int colorindex, int modelIndex, int modelIndex2, float size );
    void        ( *R_BloodStream )                ( float * org, float * dir, int pcolor, int speed );
    void        ( *R_BreakModel )                ( float *pos, float *size, float *dir, float random, float life, int count, int modelIndex, char flags );
    void        ( *R_Bubbles )                    ( float * mins, float * maxs, float height, int modelIndex, int count, float speed );
    void        ( *R_BubbleTrail )                ( float * start, float * end, float height, int modelIndex, int count, float speed );
    void        ( *R_BulletImpactParticles )    ( float * pos );
    void        ( *R_EntityParticles )            ( struct cl_entity_s *ent );
    void        ( *R_Explosion )                ( float *pos, int model, float scale, float framerate, int flags );
    void        ( *R_FizzEffect )                ( struct cl_entity_s *pent, int modelIndex, int density );
    void        ( *R_FireField )                ( float * org, int radius, int modelIndex, int count, int flags, float life );
    void        ( *R_FlickerParticles )            ( float * org );
    void        ( *R_FunnelSprite )                ( float *org, int modelIndex, int reverse );
    void        ( *R_Implosion )                ( float * end, float radius, int count, float life );
    void        ( *R_LargeFunnel )                ( float * org, int reverse );
    void        ( *R_LavaSplash )                ( float * org );
    void        ( *R_MultiGunshot )                ( float * org, float * dir, float * noise, int count, int decalCount, int *decalIndices );
    void        ( *R_MuzzleFlash )                ( float *pos1, int type );
    void        ( *R_ParticleBox )                ( float *mins, float *maxs, unsigned char r, unsigned char g, unsigned char b, float life );
    void        ( *R_ParticleBurst )            ( float * pos, int size, int color, float life );
    void        ( *R_ParticleExplosion )        ( float * org );
    void        ( *R_ParticleExplosion2 )        ( float * org, int colorStart, int colorLength );
    void        ( *R_ParticleLine )                ( float * start, float *end, unsigned char r, unsigned char g, unsigned char b, float life );
    void        ( *R_PlayerSprites )            ( int client, int modelIndex, int count, int size );
    void        ( *R_Projectile )                ( float * origin, float * velocity, int modelIndex, int life, int owner, void (*hitcallback)( struct tempent_s *ent, struct pmtrace_s *ptr ) );
    void        ( *R_RicochetSound )            ( float * pos );
    void        ( *R_RicochetSprite )            ( float *pos, struct model_s *pmodel, float duration, float scale );
    void        ( *R_RocketFlare )                ( float *pos );
    void        ( *R_RocketTrail )                ( float * start, float * end, int type );
    void        ( *R_RunParticleEffect )        ( float * org, float * dir, int color, int count );
    void        ( *R_ShowLine )                    ( float * start, float * end );
    void        ( *R_SparkEffect )                ( float *pos, int count, int velocityMin, int velocityMax );
    void        ( *R_SparkShower )                ( float *pos );
    void        ( *R_SparkStreaks )                ( float * pos, int count, int velocityMin, int velocityMax );
    void        ( *R_Spray )                    ( float * pos, float * dir, int modelIndex, int count, int speed, int spread, int rendermode );
    void        ( *R_Sprite_Explode )            ( TEMPENTITY *pTemp, float scale, int flags );
    void        ( *R_Sprite_Smoke )                ( TEMPENTITY *pTemp, float scale );
    void        ( *R_Sprite_Spray )                ( float * pos, float * dir, int modelIndex, int count, int speed, int iRand );
    void        ( *R_Sprite_Trail )                ( int type, float * start, float * end, int modelIndex, int count, float life, float size, float amplitude, int renderamt, float speed );
    void        ( *R_Sprite_WallPuff )            ( TEMPENTITY *pTemp, float scale );
    void        ( *R_StreakSplash )                ( float * pos, float * dir, int color, int count, float speed, int velocityMin, int velocityMax );
    void        ( *R_TracerEffect )                ( float * start, float * end );
    void        ( *R_UserTracerParticle )        ( float * org, float * vel, float life, int colorIndex, float length, unsigned char deathcontext, void ( *deathfunc)( struct particle_s *particle ) );
    particle_t *( *R_TracerParticles )            ( float * org, float * vel, float life );
    void        ( *R_TeleportSplash )            ( float * org );
    void        ( *R_TempSphereModel )            ( float *pos, float speed, float life, int count, int modelIndex );
    TEMPENTITY    *( *R_TempModel )                ( float *pos, float *dir, float *angles, float life, int modelIndex, int soundtype );
    TEMPENTITY    *( *R_DefaultSprite )            ( float *pos, int spriteIndex, float framerate );
    TEMPENTITY    *( *R_TempSprite )                ( float *pos, float *dir, float scale, int modelIndex, int rendermode, int renderfx, float a, float life, int flags );
    int            ( *Draw_DecalIndex )            ( int id );
    int            ( *Draw_DecalIndexFromName )    ( char *name );
    void        ( *R_DecalShoot )                ( int textureIndex, int entity, int modelIndex, float * position, int flags );
    void        ( *R_AttachTentToPlayer )        ( int client, int modelIndex, float zoffset, float life );
    void        ( *R_KillAttachedTents )        ( int client );
    BEAM        *( *R_BeamCirclePoints )        ( int type, float * start, float * end, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b );
    BEAM        *( *R_BeamEntPoint )            ( int startEnt, float * end, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b );
    BEAM        *( *R_BeamEnts )                ( int startEnt, int endEnt, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b );
    BEAM        *( *R_BeamFollow )                ( int startEnt, int modelIndex, float life, float width, float r, float g, float b, float brightness );
    void        ( *R_BeamKill )                    ( int deadEntity );
    BEAM        *( *R_BeamLightning )            ( float * start, float * end, int modelIndex, float life, float width, float amplitude, float brightness, float speed );
    BEAM        *( *R_BeamPoints )                ( float * start, float * end, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b );
    BEAM        *( *R_BeamRing )                ( int startEnt, int endEnt, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b );
    dlight_t    *( *CL_AllocDlight )            ( int key );
    dlight_t    *( *CL_AllocElight )            ( int key );
    TEMPENTITY    *( *CL_TempEntAlloc )            ( float * org, struct model_s *model );
    TEMPENTITY    *( *CL_TempEntAllocNoModel )    ( float * org );
    TEMPENTITY    *( *CL_TempEntAllocHigh )        ( float * org, struct model_s *model );
    TEMPENTITY    *( *CL_TentEntAllocCustom )        ( float *origin, struct model_s *model, int high, void ( *callback ) ( struct tempent_s *ent, float frametime, float currenttime ) );
    void        ( *R_GetPackedColor )            ( short *packed, short color );
    short        ( *R_LookupColor )                ( unsigned char r, unsigned char g, unsigned char b );



Şu kodları acıklayıver anlayamadım sana zahmet coderim diye gecinenlere gelsin demişin ya acıklada öğrenek
 
3D rc diye birşey yoktur bunu kafanıza ne zaman sokucaksınız ?
 
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