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zp源碼

發布時間:2022-12-10 04:13:21

❶ CS1.6ZP武器源碼里哪項是價格

emmo英文類似

❷ 怎麼添加cs單機版的倉庫武器。是按M購買的那種,不是nst那種倉庫編輯器

據我所知,用M鍵買武器的,只有ZP就是ZS,如果想加武器的話需要插件
zp4.3雖然標明無限道具支持,但是沒有插件也等於白搭,沒有插件加武器只有一行字在菜單上,購買之後不是無法購買就是扣了你的錢沒槍
想加的話把插件放到plugins文件夾里,然後到plugins-zombie.ini裡面寫上插件名
下面看到zombieplague.ini文件,打開往下翻,下面會有額外的道具,那就是添加進M菜單的武器
當然你有zp源碼更好,直接在源碼裡面添加,編譯之後就可以直接進游戲了,根本不用配置文件

這是粗略教程,純手打不容易,網上這類的教程很少,我曾經也搜過,後來自己研究才明白,不管對於錯,先研究懂了後在糾錯

❸ 誰給個用HTML編寫的簡歷的源碼!!!

<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta name="Description" content="Design by :Donkey" />
<meta http-equiv="Content-Type" content="text/html; charset=gb2312" />
<title>人才招聘</title>
<link href="/zh-cn/images/style.css" rel="stylesheet" type="text/css" />
<script language="javaScript" src="/zh-cn/images/js.js" type="text/javascript"></script>

<style type="text/css">
<!--
body{
font-size:12px;
background:#FFFFFF url(http://www.gzsp.com/zh-cn/images/bks.gif);
}
input{ background:#FFFFFF}
textarea{ background:#FFFFFF}
select{ background:#FFFFFF}
.STYLE1 {color: #FF0000}

/*================================提交按鈕==========================*/
.buttonArea{ text-align:right; padding:0 10px 0 10px;}

.btn_mouseout
{
width:80px;height:40px;
border: #ffffff 1px solid;
padding:1px;
font-size: 12px;
cursor: pointer;
color: #666;
filter:progid:DXImageTransform.Microsoft.Gradient(GradientType=0, StartColorStr=#ffffff, EndColorStr=#BECCDA);
}
.btn_mouseover
{
width:80px;height:40px;
border: #ffffff 1px solid;
padding: 1px;
font-size: 12px;
cursor: pointer;
color: #f60;
filter:progid:DXImageTransform.Microsoft.Gradient(GradientType=0, StartColorStr=#ffffff, EndColorStr=#D7E7FA);
}
.btn_mousedown
{
width:80px;height:40px;
border: #dfe6ef 1px solid;
padding: 1px;
font-size: 12px;
cursor: pointer;
color: #f60;
filter:progid:DXImageTransform.Microsoft.Gradient(GradientType=0, StartColorStr=#ffffff, EndColorStr=#C3DAF5);
}
.btn_mouseup
{
width:80px;height:40px;
border:#ffffff 1px solid;
padding: 1px;
font-size: 12px;
cursor: pointer;
color:#f60;
filter:progid:DXImageTransform.Microsoft.Gradient(GradientType=0, StartColorStr=#ffffff, EndColorStr=#C3DAF5);
}
-->
</style>
<script language="JavaScript" type="text/javascript">
<!--
/****************
js製作阿蒙
*****************/
var itemArray = new Array("xm","sfzhm","xm2","hj","tel","xzz","byyx","by_year","xm222","textarea","jyzk");//把需要輸入的輸入框id放到這個數組里
var labelArray = new Array("用戶名","身份證號碼","出生日期","戶籍","聯系電話","住址","畢業院校","畢業時間","所學專業","計算機水平","受教育情況");//把對應的輸入框名字放在這里
function funsubmit(){
var len = itemArray.length;
for(i=0;i<len;i++){
if(eval("document.all."+itemArray[i]+".value") == ""){
alert(labelArray[i]+" 不能為空!");
eval("document.all."+itemArray[i]+".focus()");
eval("document.all."+itemArray[i]+".style.backgroundColor='#FFECEC'");
return false;
}
}
}

function blank(obj){
if(obj.value.length != 0){
obj.style.backgroundColor="";
}
}

//-->
</script>
</head>

<body>
<div class="content3">
<form name="frmdemo" method="post" action="http://cmp.gzsp.com:8090/zp/spzp.php" id="sqd1" onSubmit="return funsubmit();">
<div align="center"><strong>請填寫你的簡歷</strong>(注意星號項目必須填寫)
</div>
<table width="690" border="1" align="center" cellspacing="0" bordercolorlight="#D1D1D1" bordercolordark="#ffffff" bgcolor="#CCCCCC">
<tr>
<td><div align="center" style="padding-top:5px"><strong>個人簡歷</strong></div></td>
</tr>
</table>
<table width="690" border="1" align="center" cellspacing="0" bordercolorlight="#D1D1D1" bordercolordark="#ffffff" bgcolor="#FFFFFF" class="f12">
<tbody>
<tr>
<td width="75" align="middle" bgcolor="#ebebeb">姓 名</td>
<td width="214"><input onPropertyChange="blank(this)" class="alcatel" maxlength="18" size="18" value="" name="xm" />
<font color="#ff0000">*</font></td>
<td width="92" align="middle" bgcolor="#ebebeb">性 別</td>
<td width="291">
<select class="alcatel" name="xb">
<option selected="selected">男</option>
<option>女</option>
</select>
</td>
</tr>
<tr>
<td align="middle">身份證號</td>
<td><input onPropertyChange="blank(this)" class="alcatel" maxlength="18" size="18" name="sfzhm" />
<font color="#ff0000">*</font></td>
<td align="middle">出生日期</td>
<td><input onPropertyChange="blank(this)" class="alcatel" size="18" value="" name="xm2" />
<span class="STYLE1">*</span></td>
</tr>
<tr>
<td align="middle" bgcolor="#ebebeb">政治面貌</td>
<td><select class="alcatel" name="zzmm">
<option
selected="selected">群眾</option>
<option>團員</option>
<option>黨員</option>
<option>民主人士</option>
</select> </td>
<td align="middle" bgcolor="#ebebeb">戶 籍</td>
<td><input onPropertyChange="blank(this)" name="hj" class="alcatel" value="" size="18" />
<font
color="#ff0000">*</font></td>
</tr>
<tr>
<td align="middle">婚姻狀況</td>
<td><select class="alcatel" name="hyzk">
<option selected="selected">未婚</option>
<option>已婚</option>
</select></td>
<td align="middle">視力狀況</td>
<td><input onPropertyChange="blank(this)" class="alcatel" maxlength="4" size="4" name="slzk" /></td>
</tr>
<tr>
<td align="middle" bgcolor="#ebebeb">身高/厘米</td>
<td><input onPropertyChange="blank(this)" class="alcatel" maxlength="3" size="3" value="" name="sg" /></td>
<td align="middle" bgcolor="#ebebeb">體重/公斤</td>
<td><input onPropertyChange="blank(this)" class="alcatel" maxlength="3" size="3" name="tz" /></td>
</tr>
<tr>
<td align="middle">民 族</td>
<td><select class="alcatel" name="mz">
<option
selected="selected">漢族</option>
<option>蒙古族</option>
<option>回族</option>
<option>藏族</option>
<option>維吾爾族</option>
<option>苗族</option>
<option>彝族</option>
<option>壯族</option>
<option>布依族</option>
<option>朝鮮族</option>
<option>滿族</option>
<option>侗族</option>
<option>瑤族</option>
<option>白族</option>
<option>土家族</option>
<option>哈尼族</option>
<option>哈薩克族</option>
<option>傣族</option>
<option>黎族</option>
<option>僳僳族</option>
<option>佤族</option>
<option>畲族</option>
<option>高山族</option>
<option>拉祜</option>
<option>水族</option>
<option>東鄉族</option>
<option>納西族</option>
<option>景頗族</option>
<option>柯爾克孜</option>
<option>土族</option>
<option>達斡爾族</option>
<option>仫佬族</option>
<option>羌族</option>
<option>布朗族</option>
<option>撒拉族</option>
<option>毛難族</option>
<option>仡佬族</option>
<option>錫伯族</option>
<option>阿昌族</option>
<option>普米族</option>
<option>塔吉克族</option>
<option>怒族</option>
<option>烏孜別克</option>
<option>俄羅斯族</option>
<option>鄂溫克族</option>
<option>崩龍族</option>
<option>保安族</option>
<option>裕固族</option>
<option>京族</option>
<option>塔塔爾族</option>
<option>獨龍族</option>
<option>鄂倫春族</option>
<option>赫哲族</option>
<option>門巴族</option>
<option>珞巴族</option>
<option>基諾族</option>
<option>青族</option>
<option>其他</option>
</select> </td>
<td align="middle">電 話</td>
<td><input onPropertyChange="blank(this)" class="alcatel" maxlength="18" size="18" value="" name="tel" />
<font color="#ff0000">*</font></td>
</tr>
<tr>
<td align="middle" bgcolor="#ebebeb">現 住 址</td>
<td colspan="3"><input onPropertyChange="blank(this)" class="alcatel" maxlength="70" size="70"
name="xzz" />
<font color="#ff0000">*</font></td>
</tr>
</tbody>
</table>
<table width="690"
border="1" align="center" cellpadding="0" cellspacing="0" bordercolorlight="#D1D1D1" bordercolordark="#ffffff" bgcolor="#FFFFFF" class="f12">
<tbody>
<tr>
<td align="middle" width="75">畢業院校</td>
<td width="315"><input onPropertyChange="blank(this)" class="alcatel" maxlength="30" value="" name="byyx" />
<font color="#ff0000">*</font></td>
<td class="f12" align="middle" width="65" bordercolorlight="#D1D1D1" bordercolordark="#ffffff">畢業日期</td>
<td width="225" bordercolorlight="#D1D1D1" bordercolordark="#ffffff" class="f12"><input onPropertyChange="blank(this)" class="alcatel" maxlength="15"
size="15" name="by_year" />
<font color="#ff0000">*</font></td>
</tr>
<tr>
<td class="f12" align="middle" bgcolor="#ebebeb"
bordercolorlight="#D1D1D1" bordercolordark="#ffffff">所學專業</td>
<td class="f12" bordercolorlight="#D1D1D1" bordercolordark="#ffffff"><input onPropertyChange="blank(this)" class="alcatel" maxlength="10" size="10" value="" name="xm222" />
<font color="#ff0000">*</font></td>
<td class="f12" align="middle" bgcolor="#ebebeb"
bordercolorlight="#D1D1D1" bordercolordark="#ffffff">最高學歷</td>
<td class="f12" bordercolorlight="#D1D1D1" bordercolordark="#ffffff"><select class="alcatel" name="zgxl">
<option>初中</option>
<option>高中</option>
<option>中專</option>
<option>大專</option>
<option selected="selected">本科</option>
<option>碩士</option>
<option>博士</option>
</select></td>
</tr>
<tr>
<td class="f12" align="middle" bordercolorlight="#D1D1D1" bordercolordark="#ffffff">英語水平</td>
<td class="f12" bordercolorlight="#D1D1D1" bordercolordark="#ffffff"><select class="alcatel"
name="yysp">
<option>一般</option>
<option
selected="selected">四級</option>
<option>六級</option>
<option>專業四級</option>
<option>專業八級</option>
<option>托福</option>
<option>GRE</option>
<option>雅思</option>
</select> </td>
<td class="f12" align="middle" bordercolorlight="#D1D1D1" bordercolordark="#ffffff"></td>
<td class="f12" bordercolorlight="#D1D1D1" bordercolordark="#ffffff"></td>
</tr>
<tr>
<td align="middle" bordercolorlight="#D1D1D1" bordercolordark="#ffffff" bgcolor="#FFFFF7" class="f12">計<br />
算<br />
機<br />
水<br />
平<br />
特<br />
長</td>
<td colspan="3" bordercolorlight="#D1D1D1" bordercolordark="#ffffff" bgcolor="#FFFFF7" class="f12"><font color="#ff0000">
<textarea onPropertyChange="blank(this)" name="textarea" rows="8" cols="80"></textarea>
<font color="#ff0000">*</font> </font></td>
</tr>
</tbody>
</table>
<table width="690"
border="1" align="center" cellspacing="0" bordercolorlight="#D1D1D1" bordercolordark="#ffffff" bgcolor="#ffffff" class="f12">
<tbody>
<tr>
<td align="middle" width="70"
rowspan="2">受<br />
教<br />
育<br />
及<br />
培<br />
訓<br />
狀<br />
況</td>
<td colspan="5"><span
lang="en-us" xml:lang="en-us">學 校 名 稱 專 業 年 月至 年 月 取得文憑/資格證書</span></td>
</tr>
<tr>
<td colspan="5"><textarea onPropertyChange="blank(this)" name="jyzk" rows="8" cols="80"></textarea>
<font color="#ff0000"><font color="#ff0000">*</font></font> </td>
</tr>
</tbody>
</table>
<table width="690"
border="1" align="center" cellspacing="0" bordercolorlight="#D1D1D1" bordercolordark="#ffffff" bgcolor="#ffffff" class="f12">
<tbody>
<tr>
<td width="70"
rowspan="2" align="middle" bgcolor="#FFFFF7">工<br />
作<br />
經<br />
歷<br />
摘<br />
要</td>
<td colspan="5" bgcolor="#FFFFF7">年 月至 年 月 在何單位、部門 何職位、職責 離職原因</td>
</tr>
<tr>
<td colspan="5" bgcolor="#FFFFF7"><textarea name="gzjl" rows="12" cols="80"></textarea></td>
</tr>
</tbody>
</table>
<table width="690"
border="1" align="center" cellspacing="0" bordercolorlight="#D1D1D1" bordercolordark="#ffffff" bgcolor="#ffffff" class="f12">
<tbody>
<tr>
<td width="70" height="85" align="middle">自<br />
我<br />
評<br />
價<br /></td>
<td colspan="5"><textarea name="textarea2" rows="6" cols="80"></textarea></td>
</tr>
</tbody>
</table>
<table width="690"
border="1" align="center" cellspacing="0" bordercolorlight="#D1D1D1" bordercolordark="#ffffff" bgcolor="#ffffff" class="f12">
<tbody>
<tr>
<td width="70" height="72" align="middle" bgcolor="#FFFFF7">請描述<br />
你理想<br />
的工作</td>
<td colspan="5" bgcolor="#FFFFF7"><textarea name="textarea3" rows="5" cols="80"></textarea></td>
</tr>
</tbody>
</table>
<table width="690"
border="1" align="center" cellspacing="0" bordercolorlight="#D1D1D1" bordercolordark="#ffffff" bgcolor="#ffffff" class="f12">
<tbody>
<tr>
<td width="70" height="72" align="middle">請描述<br />
你理想<br />
的公司</td>
<td colspan="5"><textarea name="textarea4" rows="5" cols="80"></textarea></td>
</tr>
</tbody>
</table>
<table width="690"
border="1" align="center" cellpadding="0" cellspacing="0" bordercolordark="#ffffff" bgcolor="#FFFFFF" class="f12">
<tbody>
<tr>
<td align="middle" width="90" bgcolor="#ebebeb" height="24">欲從事職位一</td>
<td width="220"><input onPropertyChange="blank(this)" class="alcatel" maxlength="20" value="" name="hj2" /></td>
<td align="middle" width="100" bgcolor="#ebebeb">欲從事職位二</td>
<td width="220"><input onPropertyChange="blank(this)" class="alcatel" maxlength="20" value="" name="hj3" /></td>
</tr>
<tr>
<td align="middle">要求待遇(月薪)</td>
<td><input onPropertyChange="blank(this)" class="alcatel" maxlength="5" size="5" value="" name="yqdy" />
元</td>
<td align="middle"></td>
<td></td>
</tr>
</tbody>
</table>
<table width="690" border="1" align="center" cellspacing="0" bordercolorlight="#D1D1D1" bordercolordark="#ffffff" bgcolor="#CCCCCC">
<tr>
<td>
<div align="center" style="padding:10px;">

<input onPropertyChange="blank(this)" class="btn_mouseout"
onmouseover="this.className='btn_mouseover'"
onmouseout="this.className='btn_mouseout'"
onmousedown="this.className='btn_mousedown'"
onmouseup="this.className='btn_mouseup'"
onfocus="if(this.blur)this.blur()" type="submit" value="提交" name="Submit">
</div>

</td>
</tr>
</table>
</form>
</div>
</body>
</html>

❹ 僵屍模式升級插件源碼 "源碼" (CS源碼)

#include <amxmodx>
#include <umitem>
#include <engine>
#include <cstrike>
#include <fakemeta>
#include <fun>

#define MAXMINES 3
#define MINE_DAMAGE 20
#define MINE_HEALTH 1000
#define MINE_INT_TEAM EV_INT_iuser1
#define MINE_OWNER EV_INT_iuser3
#define DMG_BULLET (1<<1)

new PLUGIN_NAME[] = "UM Item: Laser Mine"
new PLUGIN_AUTHOR[] = "Cheap_Suit"
new PLUGIN_VERSION[] = "1.1"

new Float:Delay[33]
new g_PlayerMines[33]
new boom, beam
new bool:g_lasermine[33]
new g_msgDeathMsg
new g_msgScoreInfo
new g_msgDamage
new bool:g_Dropped[33]

public plugin_init()
{
register_plugin(PLUGIN_NAME, PLUGIN_VERSION, PLUGIN_AUTHOR)
register_item("Laser Mine", "Hold out your knife and press e to plant", 3900)

register_think("lasermine","Lasermine_Think")
register_event("DeathMsg", "Event_DeathMsg", "a")
register_event("ResetHUD", "Event_ResetHUD", "be")
register_event("TextMsg", "Event_GameRestart", "a", "2=#Game_will_restart_in")
register_event("SendAudio", "Event_RoundEnd", "a", "2=%!MRAD_terwin", "2=%!MRAD_ctwin", "2=%!MRAD_rounddraw")

g_msgDeathMsg = get_user_msgid("DeathMsg")
g_msgScoreInfo = get_user_msgid("ScoreInfo")
g_msgDamage = get_user_msgid("Damage")
}

public plugin_precache()
{
precache_sound("weapons/mine_deploy.wav")
precache_sound("weapons/mine_charge.wav")
precache_sound("weapons/mine_activate.wav")
precache_sound("debris/beamstart9.wav")
precache_model("models/v_tripmine.mdl")
beam = precache_model("sprites/laserbeam.spr")
boom = precache_model("sprites/zerogxplode.spr")
}

public Event_RoundEnd() {
set_task(2.0, "remove_mines")
}

public Event_GameRestart()
{
new Float:fRestartCvar = get_cvar_float("sv_restart")
set_task((fRestartCvar - 0.5), "Event_RoundEnd")
}

public client_connect(id)
{
g_lasermine[id] = false
g_PlayerMines[id] = 0
}

public Event_DeathMsg()
{
g_PlayerMines[read_data(2)] = 0
g_Dropped[read_data(2)] = false
}

public Event_ResetHUD(id)
{
if(g_lasermine[id])
{
g_Dropped[id] = false
g_PlayerMines[id] = MAXMINES
}
}

public Enable_Item(id)
{
if(g_Dropped[id]) {
g_PlayerMines[id] = 0
} else {
g_PlayerMines[id] = MAXMINES
}
g_lasermine[id] = true
}

public Disable_Item(id)
{
g_lasermine[id] = false
g_Dropped[id] = true
}

public client_PreThink(id)
{
if(!is_user_connected(id) || !is_user_alive(id)) {
return PLUGIN_CONTINUE
}

if(!g_lasermine[id]) {
return PLUGIN_CONTINUE
}

new temp[2], weapon = get_user_weapon(id, temp[0], temp[1])
if(weapon == CSW_KNIFE)
{
if(get_user_button(id) & IN_USE)
{
if((Delay[id] + 1.3) < get_gametime())
{
if(g_PlayerMines[id] < 1) {
client_print(id, print_chat, "No more mines")
} else {
Create_Mine(id)
}
Delay[id] = get_gametime()
}
}
}
return PLUGIN_CONTINUE
}

public remove_mines()
{
new ent = find_ent_by_class(-1, "lasermine")
while(ent)
{
remove_entity(ent)
ent = find_ent_by_class(ent, "lasermine")
}
}

Create_Mine(id)
{
new Mine = create_entity("info_target")
if(is_valid_ent(Mine))
{
entity_set_string(Mine, EV_SZ_classname, "lasermine")
entity_set_int(Mine, EV_INT_movetype, MOVETYPE_FLY)
entity_set_int(Mine, EV_INT_solid, SOLID_NOT)
entity_set_model(Mine, "models/v_tripmine.mdl")

entity_set_float(Mine, EV_FL_frame, 0.0)
entity_set_int(Mine, EV_INT_body, 3)
entity_set_int(Mine, EV_INT_sequence, 7)
entity_set_float(Mine, EV_FL_framerate, 0.0)

entity_set_float(Mine, EV_FL_takedamage, 1.0)
entity_set_float(Mine, EV_FL_dmg, 100.0)
entity_set_float(Mine, EV_FL_health, float(MINE_HEALTH))

entity_set_int(Mine, EV_INT_iuser2, 0)

new Float:MinBox[3] = {-8.0, -8.0, -8.0}
new Float:MaxBox[3] = {8.0, 8.0, 8.0}
entity_set_size(Mine, MinBox, MaxBox)

new Float:vOrigin[3]
entity_get_vector(id, EV_VEC_origin, vOrigin)

new Float:flVelocity[3]
VelocityByAim(id, 64, flVelocity)

new Float:vTraceEnd[3]
vTraceEnd[0] = flVelocity[0] + vOrigin[0]
vTraceEnd[1] = flVelocity[1] + vOrigin[1]
vTraceEnd[2] = flVelocity[2] + vOrigin[2]

new Float:vTraceResult[3]
trace_line(id, vOrigin, vTraceEnd, vTraceResult)

new Float:vNormal[3]
if(trace_normal(id, vOrigin, vTraceEnd, vNormal) < 1)
{
remove_entity(Mine)
client_print(id, print_chat, "You must plant the Laser mine on a wall")
return PLUGIN_HANDLED_MAIN
}

new Float:vNewOrigin[3]

vNewOrigin[0] = vTraceResult[0] + (vNormal[0] * 8.0)
vNewOrigin[1] = vTraceResult[1] + (vNormal[1] * 8.0)
vNewOrigin[2] = vTraceResult[2] + (vNormal[2] * 8.0)

entity_set_origin(Mine, vNewOrigin)

new Float:vMineAngles[3]
vector_to_angle(vNormal, vMineAngles)
entity_set_vector(Mine, EV_VEC_angles, vMineAngles)

new Float:vBeamEnd[3]

vBeamEnd[0] = vNewOrigin[0] + (vNormal[0] * 8192)
vBeamEnd[1] = vNewOrigin[1] + (vNormal[1] * 8192)
vBeamEnd[2] = vNewOrigin[2] + (vNormal[2] * 8192)

new Float:vTracedBeamEnd[3]
trace_line(-1, vNewOrigin, vBeamEnd, vTracedBeamEnd)
entity_set_vector(Mine, EV_VEC_vuser1, vTracedBeamEnd)

emit_sound(Mine, CHAN_WEAPON, "weapons/mine_deploy.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
emit_sound(Mine, CHAN_ITEM, "weapons/mine_charge.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)

new PlayerTeam = get_user_team(id)
entity_set_int(Mine, MINE_INT_TEAM, PlayerTeam)
entity_set_int(Mine, MINE_OWNER, id)

client_print(id, print_chat, "Planted mine")
client_print(id, print_chat, "%d mines left", g_PlayerMines[id] - 1)
g_PlayerMines[id] -= 1

new param[1]
param[0] = Mine
set_task(3.5, "Mine_Activate", 0, param, 1)
}
return PLUGIN_HANDLED_MAIN
}

public Mine_Activate(param[])
{
new Mine = param[0]
if(is_valid_ent(Mine))
{
entity_set_int(Mine, EV_INT_iuser2, 1)
entity_set_int(Mine, EV_INT_solid, 2)
entity_set_float(Mine, EV_FL_nextthink, halflife_time() + 0.01)
emit_sound(Mine, CHAN_ITEM, "weapons/mine_activate.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
}
}

public Lasermine_Think(Mine)
{
if(is_valid_ent(Mine))
{
new TeamColor[3], MineTeam = entity_get_int(Mine, MINE_INT_TEAM)
switch(MineTeam)
{
case 1:
{
TeamColor[0] = 255
TeamColor[1] = 0
TeamColor[2] = 0
}
case 2:
{
TeamColor[0] = 0
TeamColor[1] = 0
TeamColor[2] = 255
}
}

new Float:vOrigin[3], Float:vEnd[3]
entity_get_vector(Mine, EV_VEC_origin, vOrigin)
entity_get_vector(Mine, EV_VEC_vuser1, vEnd)

message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(0)
write_coord(floatround(vOrigin[0]))
write_coord(floatround(vOrigin[1]))
write_coord(floatround(vOrigin[2]))
write_coord(floatround(vEnd[0]))
write_coord(floatround(vEnd[1]))
write_coord(floatround(vEnd[2]))
write_short(beam)
write_byte(0)
write_byte(0)
write_byte(3)
write_byte(5)
write_byte(0)
write_byte(TeamColor[0])
write_byte(TeamColor[1])
write_byte(TeamColor[2])
write_byte(255)
write_byte(0)
message_end()

if(entity_get_int(Mine, EV_INT_iuser2) == 1)
{
if(entity_get_float(Mine, EV_FL_health) <= 500) {
Detonate_Mine(Mine)
}
else
{
new Float:vOrigin[3], Float:vEnd[3]
entity_get_vector(Mine, EV_VEC_origin, vOrigin)
entity_get_vector(Mine, EV_VEC_vuser1, vEnd)

new Float:vTrace[3], id = trace_line(Mine, vOrigin, vEnd, vTrace)
if(is_user_connected(id) && is_user_alive(id))
{
new bool:doDamage
new VictimTeam = get_user_team(id)
new MineTeam = entity_get_int(Mine, MINE_INT_TEAM)
new FriendlyFire = get_cvar_num("mp_friendlyfire")
switch(FriendlyFire)
{
case 0:
{
if(VictimTeam != MineTeam) {
doDamage = true
} else {
doDamage = false
}
}
case 1: doDamage = true
}

if(doDamage)
{
new VictimHealth = get_user_health(id)
new Damage = VictimHealth - MINE_DAMAGE

if(Damage <= 0)
{
new MineOwner = entity_get_int(Mine, MINE_OWNER)
Create_Kill(id, MineOwner, "Lasermine")
}
else
{
set_user_health(id, Damage)

message_begin(MSG_ONE_UNRELIABLE, g_msgDamage, {0, 0, 0}, id)
write_byte(MINE_DAMAGE)
write_byte(MINE_DAMAGE)
write_long(DMG_BULLET)
write_coord(floatround(vOrigin[0]))
write_coord(floatround(vOrigin[1]))
write_coord(floatround(vOrigin[2]))
message_end()
}
emit_sound(id, CHAN_WEAPON, "debris/beamstart9.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
}
}
}
}
}
entity_set_float(Mine, EV_FL_nextthink, halflife_time() + 0.01)
}

Detonate_Mine(Mine)
{
new Float:vOrigin[3]
entity_get_vector(Mine, EV_VEC_origin, vOrigin)

message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(99)
write_short(Mine)
message_end()

message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(3)
write_coord(floatround(vOrigin[0]))
write_coord(floatround(vOrigin[1]))
write_coord(floatround(vOrigin[2]))
write_short(boom)
write_byte(50)
write_byte(15)
write_byte(0)
message_end()

radius_damage(vOrigin, 1, 50)
remove_entity(Mine)

return PLUGIN_CONTINUE
}

Create_Kill(id, attacker, weaponDescription[])
{
new FFon = get_cvar_num("mp_friendlyfire")
if(FFon && get_user_team(id) == get_user_team(attacker))
{
set_user_frags(attacker, get_user_frags(attacker) - 1)
client_print(attacker, print_center, "You killed a teammate")

new money = cs_get_user_money(attacker)
if(money != 0) cs_set_user_money(attacker, money - 150, 1)
}
else if(get_user_team(id) != get_user_team(attacker))
{
set_user_frags(attacker, get_user_frags(attacker) + 1)
new money = cs_get_user_money(attacker)

if(money < 16000) cs_set_user_money(attacker,money + 300,1)
}

logKill(attacker, id, weaponDescription)

//Kill the victim and block the messages
set_msg_block(g_msgDeathMsg,BLOCK_ONCE)
set_msg_block(g_msgScoreInfo,BLOCK_ONCE)
user_kill(id)

//user_kill removes a frag, this gives it back
set_user_frags(id,get_user_frags(id) + 1)

//Replaced HUD death message
message_begin(MSG_ALL,g_msgDeathMsg,{0,0,0},0)
write_byte(attacker)
write_byte(id)
write_byte(0)
write_string(weaponDescription)
message_end()

//Update killers scorboard with new info
message_begin(MSG_ALL,g_msgScoreInfo)
write_byte(attacker)
write_short(get_user_frags(attacker))
write_short(get_user_deaths(attacker))
write_short(0)
write_short(get_user_team(attacker))
message_end()

//Update victims scoreboard with correct info
message_begin(MSG_ALL,g_msgScoreInfo)
write_byte(id)
write_short(get_user_frags(id))
write_short(get_user_deaths(id))
write_short(0)
write_short(get_user_team(id))
message_end()
}

// ------- LOG KILL------------

public logKill(id, victim, weaponDescription[] )
{
new namea[32],namev[32],authida[35],authidv[35],teama[16],teamv[16]

//Info On Attacker
get_user_name(id,namea,31)
get_user_team(id,teama,15)
get_user_authid(id,authida,34)

//Info On Victim
get_user_name(victim,namev,31)
get_user_team(victim,teamv,15)
get_user_authid(victim,authidv,34)

//Log This Kill
if( id != victim )
{
log_message("^"%s<%d><%s><%s>^" killed ^"%s<%d><%s><%s>^" with ^"%s^"",
namea,get_user_userid(id),authida,teama,namev,get_user_userid(victim),authidv,teamv, weaponDescription )
}
else
{
log_message("^"%s<%d><%s><%s>^" committed suicide with ^"%s^"",
namea,get_user_userid(id),authida,teama, weaponDescription )
}
}

坐等分

❺ 誰有車間作業調度問題遺傳演算法的MATLAB源碼,要完整的程序哦~

function [Zp,Y1p,Y2p,Y3p,Xp,LC1,LC2]=JSPGA(M,N,Pm,T,P)
%--------------------------------------------------------------------------
% JSPGA.m
% 車間作業調度問題遺傳演算法
%--------------------------------------------------------------------------
% 輸入參數列表
% M 遺傳進化迭代次數
% N 種群規模(取偶數)
% Pm 變異概率
% T m×n的矩陣,存儲m個工件n個工序的加工時間
% P 1×n的向量,n個工序中,每一個工序所具有的機床數目
% 輸出參數列表
% Zp 最優的Makespan值
% Y1p 最優方案中,各工件各工序的開始時刻,可根據它繪出甘特圖
% Y2p 最優方案中,各工件各工序的結束時刻,可根據它繪出甘特圖
% Y3p 最優方案中,各工件各工序使用的機器編號
% Xp 最優決策變數的值,決策變數是一個實數編碼的m×n矩陣
% LC1 收斂曲線1,各代最優個體適應值的記錄
% LC2 收斂曲線2,各代群體平均適應值的記錄
% 最後,程序還將繪出三副圖片:兩條收斂曲線圖和甘特圖(各工件的調度時序圖)

%第一步:變數初始化
[m,n]=size(T);%m是總工件數,n是總工序數
Xp=zeros(m,n);%最優決策變數
LC1=zeros(1,M);%收斂曲線1
LC2=zeros(1,N);%收斂曲線2

%第二步:隨機產生初始種群
farm=cell(1,N);%採用細胞結構存儲種群
for k=1:N
X=zeros(m,n);
for j=1:n
for i=1:m
X(i,j)=1+(P(j)-eps)*rand;
end
end
farm{k}=X;
end

counter=0;%設置迭代計數器
while counter

%第三步:交叉
newfarm=cell(1,N);%交叉產生的新種群存在其中
Ser=randperm(N);
for i=1:2:(N-1)
A=farm{Ser(i)};%父代個體
B=farm{Ser(i+1)};
Manner=unidrnd(2);%隨機選擇交叉方式
if Manner==1
cp=unidrnd(m-1);%隨機選擇交叉點
%雙親雙子單點交叉
a=[A(1:cp,:);B((cp+1):m,:)];%子代個體
b=[B(1:cp,:);A((cp+1):m,:)];
else
cp=unidrnd(n-1);%隨機選擇交叉點
a=[A(:,1:cp),B(:,(cp+1):n)];%雙親雙子單點交叉
b=[B(:,1:cp),A(:,(cp+1):n)];
end
newfarm{i}=a;%交叉後的子代存入newfarm
newfarm{i+1}=b;
end
%新舊種群合並
FARM=[farm,newfarm];

%第四步:選擇復制
FITNESS=zeros(1,2*N);
fitness=zeros(1,N);
plotif=0;
for i=1:(2*N)
X=FARM{i};
Z=COST(X,T,P,plotif);%調用計算費用的子函數
FITNESS(i)=Z;
end
%選擇復制採取兩兩隨機配對競爭的方式,具有保留最優個體的能力
Ser=randperm(2*N);
for i=1:N
f1=FITNESS(Ser(2*i-1));
f2=FITNESS(Ser(2*i));
if f1<=f2
farm{i}=FARM{Ser(2*i-1)};
fitness(i)=FITNESS(Ser(2*i-1));
else
farm{i}=FARM{Ser(2*i)};
fitness(i)=FITNESS(Ser(2*i));
end
end
%記錄最佳個體和收斂曲線
minfitness=min(fitness)
meanfitness=mean(fitness)
LC1(counter+1)=minfitness;%收斂曲線1,各代最優個體適應值的記錄
LC2(counter+1)=meanfitness;%收斂曲線2,各代群體平均適應值的記錄
pos=find(fitness==minfitness);
Xp=farm{pos(1)};

%第五步:變異
for i=1:N
if Pm>rand;%變異概率為Pm
X=farm{i};
I=unidrnd(m);
J=unidrnd(n);
X(I,J)=1+(P(J)-eps)*rand;
farm{i}=X;
end
end
farm{pos(1)}=Xp;

counter=counter+1
end

%輸出結果並繪圖
figure(1);
plotif=1;
X=Xp;
[Zp,Y1p,Y2p,Y3p]=COST(X,T,P,plotif);
figure(2);
plot(LC1);
figure(3);
plot(LC2);

❻ asp.net 兩個Image上下排放,合成一張照片,求源碼!急!

#region 圖片合成

/// <summary>
/// 合成圖片
/// </summary>
/// <param name="fileFoldUrl">文件夾url</param>
/// <param name="fileName">文件名</param>
/// <param name="_alMemo">要合成的每張圖片的大小數組</param>
/// <param name="_width">合成後的寬度</param>
/// <param name="_height">合成後的高度</param>
public void tphc(string fileFoldUrl, string fileName, ArrayList _alMemo, int _width, int _height)
{
byte[] tp = get_tphcMemo(_alMemo, _width, _height);

this.view_picture(fileFoldUrl, fileName, tp);
}

/// <summary>
/// 獲取合成圖片後的位元組大小
/// </summary>
/// <param name="_al">要合成的每張圖片的大小數組</param>
/// <param name="_width">合成後的寬度</param>
/// <param name="_height">合成後的高度</param>
/// <returns>byte[]</returns>
private byte[] get_tphcMemo(ArrayList _al, int _width, int _height)
{
//byte[]
byte[] tp = null;

//MemoryStream
MemoryStream ms = null;
MemoryStream imgms = null;

//Bitmap
Bitmap bmp = null;

//image
System.Drawing.Image img = null;

//Graphics
Graphics gp = null;

try
{
ms = new MemoryStream();

bmp = new Bitmap(_width, _height);

bmp.Save(ms, System.Drawing.Imaging.ImageFormat.Jpeg);

img = System.Drawing.Image.FromStream(ms);

int i_top = 0;

for (int pic_i = 0; pic_i < _al.Count; pic_i++)
{
if (pic_i == 3)
break;

gp = Graphics.FromImage(img);

MemoryStream ms1 = new MemoryStream(((byte[])_al[pic_i]));

System.Drawing.Image img1 = System.Drawing.Image.FromStream(ms1);

Bitmap bmp1 = new Bitmap(img1);

Rectangle rtl = new Rectangle(i_top, 0, bmp1.Width, bmp1.Height);

gp.DrawImage(bmp1, rtl, 0, 0, bmp1.Width, bmp1.Height, GraphicsUnit.Pixel);

i_top += bmp1.Width;

ms1.Dispose();

img1.Dispose();

bmp1.Dispose();

gp.Dispose();
}

imgms = new MemoryStream();

img.Save(imgms, img.RawFormat);

imgms.Position = 0;

tp = new byte[imgms.Length];

imgms.Read(tp, 0, Convert.ToInt32(imgms.Length));

return tp;
}
catch (Exception ex)
{
throw new Exception(ex.Message);
}
}

#endregion 圖片合成

/// <summary>
/// 保存圖片
/// </summary>
/// <param name="fileFoldUrl">文件夾url</param>
/// <param name="fileName">文件名</param>
/// <param name="zp">文件的位元組數組</param>
public void view_picture(string fileFoldUrl, string fileName, byte[] zp)
{
MemoryStream ms = new MemoryStream(zp);
Bitmap btp = new Bitmap(ms);
DirectoryInfo dti = new DirectoryInfo(fileFoldUrl);
string fileUrl = fileFoldUrl + fileName + ".jpg";
btp.Save(fileUrl);
}

❼ zpx520病毒如何清除

我上星期五剛中了這個病毒,是一個ARP欺騙
如果不先解決ARP欺騙的話,這個病毒是無法清除的.
首先下載ANTIARP,把IP和MAC網關綁定,然後在安全模式下殺毒.

千萬要綁定IP和MAC網關,否則病毒會殺不完!!!

如果有可能,最好報告網管,把欺騙你的計算機封掉.

❽ CS1.6我的是乖乖網路僵屍服的,我想修改道具的價格和管理員無限游戲比,怎麼弄

是ZP插件的話
修改道具的價格,要在道具的源碼中修改

怕你聽不懂,給你舉個例子
以zp_buy_health_points.sma這個源碼為例,這個源碼編譯成插件後就是人類和僵屍買血的。

用記事本打開
找到
zp_register_extra_item(item_name, 5, ZP_TEAM_HUMAN & ZP_TEAM_ZOMBIE)

這行調用的是zp_register_extra_item這個函數
這個函數是用來注冊自定義新道具的,其形式通常為:

zp_register_extra_item(const name[], cost, teams)

name道具名字
cost道具價格
teams道具隊伍
return返回道具,或者 -1,如果未注冊過任何道具.

在zp_register_extra_item(item_name, 5, ZP_TEAM_HUMAN & ZP_TEAM_ZOMBIE)中
插件的名字已經定義為item_name了,價格就是5,使用隊伍是HUMAN和ZOMBIE(人類和僵屍)

修改5這個數字即為修改道具的價格。

回答你的第二個問題,管理員的無限游戲幣:
首先你必須知道,ZP插件默認的最高游戲幣上限是99999(除非你在源碼中設置成更高)
所以,按照一般情況,管理員的游戲幣最高達到99999

你可以使用zp_set_user_ammo_packs這個函數設置管理員的游戲幣數量
其格式為:
zp_set_user_ammo_packs(id, amount)

id為玩家索引,直接寫id
amount是游戲幣的數值(范圍應該是0~2000000000)不過超過99999就會自動變成99999

你可以編寫一個發幣的插件,利用這個函數,把目標玩家的游戲幣設置成99999即可
如果不會的話,可以加我的QQ583458812
我可以教你的

希望對你有幫助

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