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SMScripts/scripting/rtd/spawndispenser.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!
*/
bool g_bCanSpawnDispenser[MAXPLAYERS+1] = {false, ...};
Handle g_iSpawnedDispensers[MAXPLAYERS+1] = INVALID_HANDLE;
int g_iDispenserLevel = 2;
bool g_bShouldDispenserStay = true;
int g_iMaxDispensers = 1;
public SpawnDispenser_Perk(int client, const char[] sPref, bool apply){
if(apply)
SpawnDispenser_ApplyPerk(client, sPref);
else
SpawnDispenser_RemovePerk(client);
}
void SpawnDispenser_ApplyPerk(int client, const char[] sPref){
SpawnDispenser_ProcessSettings(sPref);
if(g_iSpawnedDispensers[client] == INVALID_HANDLE)
g_iSpawnedDispensers[client] = CreateArray();
else
ClearArray(g_iSpawnedDispensers[client]);
g_bCanSpawnDispenser[client] = true;
PrintToChat(client, "%s %T", "\x07FFD700[RTD]\x01", "RTD2_Perk_Dispenser_Initialization", LANG_SERVER, 0x03, 0x01);
}
void SpawnDispenser_RemovePerk(int client){
g_bCanSpawnDispenser[client] = false;
if(g_bShouldDispenserStay)
return;
int iSize = GetArraySize(g_iSpawnedDispensers[client]);
for(int i = 0; i < iSize; i++){
int iEnt = EntRefToEntIndex(GetArrayCell(g_iSpawnedDispensers[client], i));
if(iEnt > MaxClients && IsValidEntity(iEnt))
AcceptEntityInput(iEnt, "Kill");
}
}
void SpawnDispenser_Voice(int client){
if(!g_bCanSpawnDispenser[client])
return;
float fPos[3];
if(GetClientLookPosition(client, fPos)){
if(CanBuildAtPos(fPos, false)){
float fDispenserAng[3], fClientAng[3];
GetClientEyeAngles(client, fClientAng);
fDispenserAng[1] = fClientAng[1];
PushArrayCell(g_iSpawnedDispensers[client], EntIndexToEntRef(SpawnDispenser(client, fPos, fDispenserAng, g_iDispenserLevel)));
int iSpawned = GetArraySize(g_iSpawnedDispensers[client]);
PrintToChat(client, "%s %T", "\x07FFD700[RTD]\x01", "RTD2_Perk_Dispenser_Spawned", LANG_SERVER, 0x03, iSpawned, g_iMaxDispensers, 0x01);
if(iSpawned >= g_iMaxDispensers)
if(g_bShouldDispenserStay)
ForceRemovePerk(client);
else
g_bCanSpawnDispenser[client] = false;
}
}
}
/*
The SpawnDispenser stock is taken from Pelipoika's TF2 Building Spawner EXTREME
https://forums.alliedmods.net/showthread.php?p=2148102
*/
stock int SpawnDispenser(int builder, float Position[3], float Angle[3], int level, int flags=4){
int dispenser = CreateEntityByName("obj_dispenser");
if(!IsValidEntity(dispenser)) return 0;
int iTeam = GetClientTeam(builder);
DispatchKeyValueVector(dispenser, "origin", Position);
DispatchKeyValueVector(dispenser, "angles", Angle);
SetEntProp(dispenser, Prop_Send, "m_iHighestUpgradeLevel", level);
SetEntProp(dispenser, Prop_Data, "m_spawnflags", flags);
SetEntProp(dispenser, Prop_Send, "m_bBuilding", 1);
DispatchSpawn(dispenser);
SetVariantInt(iTeam);
AcceptEntityInput(dispenser, "SetTeam");
SetEntProp(dispenser, Prop_Send, "m_nSkin", iTeam -2);
ActivateEntity(dispenser);
SetEntPropEnt(dispenser, Prop_Send, "m_hBuilder", builder);
return dispenser;
}
void SpawnDispenser_ProcessSettings(const char[] sSettings){
char[][] sPieces = new char[3][8];
ExplodeString(sSettings, ",", sPieces, 3, 8);
g_iDispenserLevel = StringToInt(sPieces[0]);
g_bShouldDispenserStay = StringToInt(sPieces[1]) > 0 ? true : false;
g_iMaxDispensers = StringToInt(sPieces[2]);
}