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zp源码

发布时间:2022-12-10 04:13:21

❶ CS1.6ZP武器源码里哪项是价格

emmo英文类似

❷ 怎么添加cs单机版的仓库武器。是按M购买的那种,不是nst那种仓库编辑器

据我所知,用M键买武器的,只有ZP就是ZS,如果想加武器的话需要插件
zp4.3虽然标明无限道具支持,但是没有插件也等于白搭,没有插件加武器只有一行字在菜单上,购买之后不是无法购买就是扣了你的钱没枪
想加的话把插件放到plugins文件夹里,然后到plugins-zombie.ini里面写上插件名
下面看到zombieplague.ini文件,打开往下翻,下面会有额外的道具,那就是添加进M菜单的武器
当然你有zp源码更好,直接在源码里面添加,编译之后就可以直接进游戏了,根本不用配置文件

这是粗略教程,纯手打不容易,网上这类的教程很少,我曾经也搜过,后来自己研究才明白,不管对于错,先研究懂了后在纠错

❸ 谁给个用HTML编写的简历的源码!!!

<!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}

/*================================提交按钮==========================*/
.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制作阿蒙
*****************/
var itemArray = new Array("xm","sfzhm","xm2","hj","tel","xzz","byyx","by_year","xm222","textarea","jyzk");//把需要输入的输入框id放到这个数组里
var labelArray = new Array("用户名","身份证号码","出生日期","户籍","联系电话","住址","毕业院校","毕业时间","所学专业","计算机水平","受教育情况");//把对应的输入框名字放在这里
function funsubmit(){
var len = itemArray.length;
for(i=0;i<len;i++){
if(eval("document.all."+itemArray[i]+".value") == ""){
alert(labelArray[i]+" 不能为空!");
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>请填写你的简历</strong>(注意星号项目必须填写)
</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>个人简历</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 别</td>
<td width="291">
<select class="alcatel" name="xb">
<option selected="selected">男</option>
<option>女</option>
</select>
</td>
</tr>
<tr>
<td align="middle">身份证号</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">群众</option>
<option>团员</option>
<option>党员</option>
<option>民主人士</option>
</select> </td>
<td align="middle" bgcolor="#ebebeb">户 籍</td>
<td><input onPropertyChange="blank(this)" name="hj" class="alcatel" value="" size="18" />
<font
color="#ff0000">*</font></td>
</tr>
<tr>
<td align="middle">婚姻状况</td>
<td><select class="alcatel" name="hyzk">
<option selected="selected">未婚</option>
<option>已婚</option>
</select></td>
<td align="middle">视力状况</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">体重/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">汉族</option>
<option>蒙古族</option>
<option>回族</option>
<option>藏族</option>
<option>维吾尔族</option>
<option>苗族</option>
<option>彝族</option>
<option>壮族</option>
<option>布依族</option>
<option>朝鲜族</option>
<option>满族</option>
<option>侗族</option>
<option>瑶族</option>
<option>白族</option>
<option>土家族</option>
<option>哈尼族</option>
<option>哈萨克族</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>东乡族</option>
<option>纳西族</option>
<option>景颇族</option>
<option>柯尔克孜</option>
<option>土族</option>
<option>达斡尔族</option>
<option>仫佬族</option>
<option>羌族</option>
<option>布朗族</option>
<option>撒拉族</option>
<option>毛难族</option>
<option>仡佬族</option>
<option>锡伯族</option>
<option>阿昌族</option>
<option>普米族</option>
<option>塔吉克斯坦族</option>
<option>怒族</option>
<option>乌孜别克</option>
<option>俄罗斯族</option>
<option>鄂温克族</option>
<option>崩龙族</option>
<option>保安族</option>
<option>裕固族</option>
<option>京族</option>
<option>塔塔尔族</option>
<option>独龙族</option>
<option>鄂伦春族</option>
<option>赫哲族</option>
<option>门巴族</option>
<option>珞巴族</option>
<option>基诺族</option>
<option>青族</option>
<option>其他</option>
</select> </td>
<td align="middle">电 话</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">现 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">毕业院校</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">毕业日期</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">所学专业</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">最高学历</td>
<td class="f12" bordercolorlight="#D1D1D1" bordercolordark="#ffffff"><select class="alcatel" name="zgxl">
<option>初中</option>
<option>高中</option>
<option>中专</option>
<option>大专</option>
<option selected="selected">本科</option>
<option>硕士</option>
<option>博士</option>
</select></td>
</tr>
<tr>
<td class="f12" align="middle" bordercolorlight="#D1D1D1" bordercolordark="#ffffff">英语水平</td>
<td class="f12" bordercolorlight="#D1D1D1" bordercolordark="#ffffff"><select class="alcatel"
name="yysp">
<option>一般</option>
<option
selected="selected">四级</option>
<option>六级</option>
<option>专业四级</option>
<option>专业八级</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">计<br />
算<br />
机<br />
水<br />
平<br />
特<br />
长</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 />
训<br />
状<br />
况</td>
<td colspan="5"><span
lang="en-us" xml:lang="en-us">学 校 名 称 专 业 年 月至 年 月 取得文凭/资格证书</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 />
经<br />
历<br />
摘<br />
要</td>
<td colspan="5" bgcolor="#FFFFF7">年 月至 年 月 在何单位、部门 何职位、职责 离职原因</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 />
评<br />
价<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">请描述<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">请描述<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">欲从事职位一</td>
<td width="220"><input onPropertyChange="blank(this)" class="alcatel" maxlength="20" value="" name="hj2" /></td>
<td align="middle" width="100" bgcolor="#ebebeb">欲从事职位二</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 僵尸模式升级插件源码 "源码" (CS源码)

#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 谁有车间作业调度问题遗传算法的MATLAB源码,要完整的程序哦~

function [Zp,Y1p,Y2p,Y3p,Xp,LC1,LC2]=JSPGA(M,N,Pm,T,P)
%--------------------------------------------------------------------------
% JSPGA.m
% 车间作业调度问题遗传算法
%--------------------------------------------------------------------------
% 输入参数列表
% M 遗传进化迭代次数
% N 种群规模(取偶数)
% Pm 变异概率
% T m×n的矩阵,存储m个工件n个工序的加工时间
% P 1×n的向量,n个工序中,每一个工序所具有的机床数目
% 输出参数列表
% Zp 最优的Makespan值
% Y1p 最优方案中,各工件各工序的开始时刻,可根据它绘出甘特图
% Y2p 最优方案中,各工件各工序的结束时刻,可根据它绘出甘特图
% Y3p 最优方案中,各工件各工序使用的机器编号
% Xp 最优决策变量的值,决策变量是一个实数编码的m×n矩阵
% LC1 收敛曲线1,各代最优个体适应值的记录
% LC2 收敛曲线2,各代群体平均适应值的记录
% 最后,程序还将绘出三副图片:两条收敛曲线图和甘特图(各工件的调度时序图)

%第一步:变量初始化
[m,n]=size(T);%m是总工件数,n是总工序数
Xp=zeros(m,n);%最优决策变量
LC1=zeros(1,M);%收敛曲线1
LC2=zeros(1,N);%收敛曲线2

%第二步:随机产生初始种群
farm=cell(1,N);%采用细胞结构存储种群
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;%设置迭代计数器
while counter

%第三步:交叉
newfarm=cell(1,N);%交叉产生的新种群存在其中
Ser=randperm(N);
for i=1:2:(N-1)
A=farm{Ser(i)};%父代个体
B=farm{Ser(i+1)};
Manner=unidrnd(2);%随机选择交叉方式
if Manner==1
cp=unidrnd(m-1);%随机选择交叉点
%双亲双子单点交叉
a=[A(1:cp,:);B((cp+1):m,:)];%子代个体
b=[B(1:cp,:);A((cp+1):m,:)];
else
cp=unidrnd(n-1);%随机选择交叉点
a=[A(:,1:cp),B(:,(cp+1):n)];%双亲双子单点交叉
b=[B(:,1:cp),A(:,(cp+1):n)];
end
newfarm{i}=a;%交叉后的子代存入newfarm
newfarm{i+1}=b;
end
%新旧种群合并
FARM=[farm,newfarm];

%第四步:选择复制
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);%调用计算费用的子函数
FITNESS(i)=Z;
end
%选择复制采取两两随机配对竞争的方式,具有保留最优个体的能力
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
%记录最佳个体和收敛曲线
minfitness=min(fitness)
meanfitness=mean(fitness)
LC1(counter+1)=minfitness;%收敛曲线1,各代最优个体适应值的记录
LC2(counter+1)=meanfitness;%收敛曲线2,各代群体平均适应值的记录
pos=find(fitness==minfitness);
Xp=farm{pos(1)};

%第五步:变异
for i=1:N
if Pm>rand;%变异概率为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

%输出结果并绘图
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 两个Image上下排放,合成一张照片,求源码!急!

#region 图片合成

/// <summary>
/// 合成图片
/// </summary>
/// <param name="fileFoldUrl">文件夹url</param>
/// <param name="fileName">文件名</param>
/// <param name="_alMemo">要合成的每张图片的大小数组</param>
/// <param name="_width">合成后的宽度</param>
/// <param name="_height">合成后的高度</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>
/// 获取合成图片后的字节大小
/// </summary>
/// <param name="_al">要合成的每张图片的大小数组</param>
/// <param name="_width">合成后的宽度</param>
/// <param name="_height">合成后的高度</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 图片合成

/// <summary>
/// 保存图片
/// </summary>
/// <param name="fileFoldUrl">文件夹url</param>
/// <param name="fileName">文件名</param>
/// <param name="zp">文件的字节数组</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

我上星期五刚中了这个病毒,是一个ARP欺骗
如果不先解决ARP欺骗的话,这个病毒是无法清除的.
首先下载ANTIARP,把IP和MAC网关绑定,然后在安全模式下杀毒.

千万要绑定IP和MAC网关,否则病毒会杀不完!!!

如果有可能,最好报告网管,把欺骗你的计算机封掉.

❽ CS1.6我的是乖乖网络僵尸服的,我想修改道具的价格和管理员无限游戏比,怎么弄

是ZP插件的话
修改道具的价格,要在道具的源码中修改

怕你听不懂,给你举个例子
以zp_buy_health_points.sma这个源码为例,这个源码编译成插件后就是人类和僵尸买血的。

用记事本打开
找到
zp_register_extra_item(item_name, 5, ZP_TEAM_HUMAN & ZP_TEAM_ZOMBIE)

这行调用的是zp_register_extra_item这个函数
这个函数是用来注册自定义新道具的,其形式通常为:

zp_register_extra_item(const name[], cost, teams)

name道具名字
cost道具价格
teams道具队伍
return返回道具,或者 -1,如果未注册过任何道具.

在zp_register_extra_item(item_name, 5, ZP_TEAM_HUMAN & ZP_TEAM_ZOMBIE)中
插件的名字已经定义为item_name了,价格就是5,使用队伍是HUMAN和ZOMBIE(人类和僵尸)

修改5这个数字即为修改道具的价格。

回答你的第二个问题,管理员的无限游戏币:
首先你必须知道,ZP插件默认的最高游戏币上限是99999(除非你在源码中设置成更高)
所以,按照一般情况,管理员的游戏币最高达到99999

你可以使用zp_set_user_ammo_packs这个函数设置管理员的游戏币数量
其格式为:
zp_set_user_ammo_packs(id, amount)

id为玩家索引,直接写id
amount是游戏币的数值(范围应该是0~2000000000)不过超过99999就会自动变成99999

你可以编写一个发币的插件,利用这个函数,把目标玩家的游戏币设置成99999即可
如果不会的话,可以加我的QQ583458812
我可以教你的

希望对你有帮助

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