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SMScripts/scripting/rtd/extraammo.sp

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2025-04-15 22:27:20 -04:00
/*
This script is a part of RTD2 plugin and is not meant to work by itself.
If you were to edit anything here, you'd have to recompile rtd2.sp instead of this one.
*** HOW TO ADD A PERK ***
A quick note: This tutorial may not be kept up to date; for an updated one, go to the plugin's thread.
1. Set up:
a) Have <perkname>.sp in scripting/rtd.
b) Add it to the includes in scripting/rtd/#perks.sp.
c) Add a new section with a correct ID (highest one +1) to the config/rtd2_perks.cfg and set its settings.
2. Edit scripting/rtd/#manager.sp
a) In a function named ManagePerk() add a new case to the switch() with your perk's ID.
b) In the added case specify a function which is going to execute from <perkname>.sp with parameters:
1) @client - the client the perk should be applied to/removed from
2) @fSpecialPref - the optional "special" value in config/rtd2_perks.cfg
2) @enable - to specify whether the perk should be applied/removed
c) OPTIONAL: You can specify a function in your perk which should run at OnMapStart() in the Forward_OnMapStart() function.
You will need it if you'd want to, for example, precache a sound or loop through existing clients.
d) OPTIONAL: You can specify a function in your perk which should run at OnPlayerRunCmd() in the Forward_OnPlayerRunCmd() function.
You can use it if you'd need something to run each frame or on a certain button press.
NOTE: The forwarded client is guaranteed to be valid BUT NOT GUARANTEED IF THEY ARE ALIVE.
3. Script your perk:
a) Create a public function in <perkname>.sp with parameters @client, @iPref, @bool:apply as an example below
- This is the only function used to transfer info between the core and the include
- You don't need to include any includes that are in the rtd2.sp
b) NOTE: If you need to transfer the iPref to a different function, set it globally but remember to use an unique name
c) Name it AS SAME AS you named the function in the added case in the switch() in #manager.sp
d) From there, script the functionality like there's no tomorrow
e) You are free to use IsValidClient(). It returns false when:
- An incorrect client index is specified
- Client is not in game
- Client is fake (bot)
- Client is Coaching
4. Compile rtd2.sp and you're good to go!
*/
int g_iExtraAmmoOffsetClip, g_iExtraAmmoOffsetAmmo, g_iExtraAmmoOffsetAmmoType;
void ExtraAmmo_Start(){
g_iExtraAmmoOffsetClip = FindSendPropInfo("CTFWeaponBase", "m_iClip1");
g_iExtraAmmoOffsetAmmo = FindSendPropInfo("CTFPlayer", "m_iAmmo");
g_iExtraAmmoOffsetAmmoType = FindSendPropInfo("CBaseCombatWeapon", "m_iPrimaryAmmoType");
}
void ExtraAmmo_Perk(int client, const char[] sPref, bool apply){
if(!apply)
return;
int iWeapon = -1;
for(int i = 0; i < 2; i++){
iWeapon = GetPlayerWeaponSlot(client, i);
if(iWeapon <= MaxClients || !IsValidEntity(iWeapon))
continue;
ExtraAmmo_MultiplyAmmo(client, iWeapon, StringToFloat(sPref));
}
}
void ExtraAmmo_MultiplyAmmo(int client, int iWeapon, float fMultiplier){
switch(GetEntProp(iWeapon, Prop_Send, "m_iItemDefinitionIndex")){
case 441,442,588:{
SetEntPropFloat(iWeapon, Prop_Send, "m_flEnergy", 20.0*fMultiplier);
}
default:{
int iClip = ExtraAmmo_GetClip(iWeapon);
if(iClip > -1)
ExtraAmmo_SetClip(iWeapon, iClip < 1 ? RoundFloat(fMultiplier) : RoundFloat(float(iClip) *fMultiplier));
int iAmmo = ExtraAmmo_GetAmmo(client, iWeapon);
if(iAmmo > -1)
ExtraAmmo_SetAmmo(client, iWeapon, iAmmo < 1 ? RoundFloat(fMultiplier) : RoundFloat(float(iAmmo) *fMultiplier));
}
}
}
//The bellow are ripped straight from the original RTD
int ExtraAmmo_SetAmmo(int client, int iWeapon, int iAmount){
return SetEntData(client, g_iExtraAmmoOffsetAmmo + GetEntData(iWeapon, g_iExtraAmmoOffsetAmmoType, 1) * 4, iAmount);
}
int ExtraAmmo_GetAmmo(int client, int iWeapon){
int iAmmoType = GetEntData(iWeapon, g_iExtraAmmoOffsetAmmoType, 1);
if(iAmmoType == 4) return -1;
return GetEntData(client, g_iExtraAmmoOffsetAmmo + iAmmoType * 4);
}
int ExtraAmmo_SetClip(int iWeapon, int iAmount){
return SetEntData(iWeapon, g_iExtraAmmoOffsetClip, iAmount, _, true);
}
int ExtraAmmo_GetClip(int iWeapon){
return GetEntData(iWeapon, g_iExtraAmmoOffsetClip);
}