206 lines
6.9 KiB
SourcePawn
206 lines
6.9 KiB
SourcePawn
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/*
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This script is a part of RTD2 plugin and is not meant to work by itself.
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If you were to edit anything here, you'd have to recompile rtd2.sp instead of this one.
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*** HOW TO ADD A PERK ***
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A quick note: This tutorial may not be kept up to date; for an updated one, go to the plugin's thread.
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1. Set up:
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a) Have <perkname>.sp in scripting/rtd.
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b) Add it to the includes in scripting/rtd/#perks.sp.
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c) Add a new section with a correct ID (highest one +1) to the config/rtd2_perks.cfg and set its settings.
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2. Edit scripting/rtd/#manager.sp
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a) In a function named ManagePerk() add a new case to the switch() with your perk's ID.
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b) In the added case specify a function which is going to execute from <perkname>.sp with parameters:
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1) @client - the client the perk should be applied to/removed from
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2) @fSpecialPref - the optional "special" value in config/rtd2_perks.cfg
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2) @enable - to specify whether the perk should be applied/removed
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c) OPTIONAL: You can specify a function in your perk which should run at OnMapStart() in the Forward_OnMapStart() function.
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You will need it if you'd want to, for example, precache a sound or loop through existing clients.
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d) OPTIONAL: You can specify a function in your perk which should run at OnPlayerRunCmd() in the Forward_OnPlayerRunCmd() function.
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You can use it if you'd need something to run each frame or on a certain button press.
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NOTE: The forwarded client is guaranteed to be valid BUT NOT GUARANTEED IF THEY ARE ALIVE.
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3. Script your perk:
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a) Create a public function in <perkname>.sp with parameters @client, @iPref, @bool:apply as an example below
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- This is the only function used to transfer info between the core and the include
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- You don't need to include any includes that are in the rtd2.sp
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b) NOTE: If you need to transfer the iPref to a different function, set it globally but remember to use an unique name
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c) Name it AS SAME AS you named the function in the added case in the switch() in #manager.sp
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d) From there, script the functionality like there's no tomorrow
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e) You are free to use IsValidClient(). It returns false when:
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- An incorrect client index is specified
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- Client is not in game
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- Client is fake (bot)
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- Client is Coaching
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4. Compile rtd2.sp and you're good to go!
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*/
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bool g_bCanSpawnSentry[MAXPLAYERS+1] = {false, ...};
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Handle g_hSpawnedSentries[MAXPLAYERS+1]= INVALID_HANDLE;
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int g_iSentryLevel = 2;
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bool g_bShouldStay = true;
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int g_iMaxSentries = 1;
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void SpawnSentry_Perk(int client, const char[] sPref, bool apply){
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if(apply)
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SpawnSentry_ApplyPerk(client, sPref);
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else
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SpawnSentry_RemovePerk(client);
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}
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void SpawnSentry_ApplyPerk(int client, const char[] sPref){
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SpawnSentry_ProcessSettings(sPref);
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if(g_hSpawnedSentries[client] == INVALID_HANDLE)
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g_hSpawnedSentries[client] = CreateArray();
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else
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ClearArray(g_hSpawnedSentries[client]);
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g_bCanSpawnSentry[client] = true;
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PrintToChat(client, "%s %T", "\x07FFD700[RTD]\x01", "RTD2_Perk_Sentry_Initialization", LANG_SERVER, 0x03, 0x01);
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}
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void SpawnSentry_RemovePerk(int client){
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g_bCanSpawnSentry[client] = false;
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if(g_bShouldStay)
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return;
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int iSize = GetArraySize(g_hSpawnedSentries[client]);
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for(int i = 0; i < iSize; i++){
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int iEnt = EntRefToEntIndex(GetArrayCell(g_hSpawnedSentries[client], i));
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if(iEnt > MaxClients && IsValidEntity(iEnt))
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AcceptEntityInput(iEnt, "Kill");
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}
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}
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void SpawnSentry_Voice(int client){
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if(!g_bCanSpawnSentry[client])
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return;
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float fPos[3];
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if(GetClientLookPosition(client, fPos)){
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if(CanBuildAtPos(fPos, true)){
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float fSentryAng[3], fClientAng[3];
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GetClientEyeAngles(client, fClientAng);
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fSentryAng[1] = fClientAng[1];
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PushArrayCell(g_hSpawnedSentries[client], EntIndexToEntRef(SpawnSentry(client, fPos, fSentryAng, g_iSentryLevel > 0 ? g_iSentryLevel : 1, g_iSentryLevel < 1 ? true : false)));
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int iSpawned = GetArraySize(g_hSpawnedSentries[client]);
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PrintToChat(client, "%s %T", "\x07FFD700[RTD]\x01", "RTD2_Perk_Sentry_Spawned", LANG_SERVER, 0x03, iSpawned, g_iMaxSentries, 0x01);
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if(iSpawned >= g_iMaxSentries)
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if(g_bShouldStay)
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ForceRemovePerk(client);
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else
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g_bCanSpawnSentry[client] = false;
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}
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}
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}
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/*
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The SpawnSentry stock is taken from Pelipoika's TF2 Building Spawner EXTREME
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https://forums.alliedmods.net/showthread.php?p=2148102
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*/
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stock int SpawnSentry(int builder, float Position[3], float Angle[3], int level, bool mini=false, bool disposable=false, int flags=4){
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float m_vecMinsMini[3] = {-15.0, -15.0, 0.0}, m_vecMaxsMini[3] = {15.0, 15.0, 49.5};
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float m_vecMinsDisp[3] = {-13.0, -13.0, 0.0}, m_vecMaxsDisp[3] = {13.0, 13.0, 42.9};
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int sentry = CreateEntityByName("obj_sentrygun");
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if(!IsValidEntity(sentry)) return 0;
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int iTeam = GetClientTeam(builder);
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SetEntPropEnt(sentry, Prop_Send, "m_hBuilder", builder);
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SetVariantInt(iTeam);
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AcceptEntityInput(sentry, "SetTeam");
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DispatchKeyValueVector(sentry, "origin", Position);
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DispatchKeyValueVector(sentry, "angles", Angle);
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if(mini){
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SetEntProp(sentry, Prop_Send, "m_bMiniBuilding", 1);
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SetEntProp(sentry, Prop_Send, "m_iUpgradeLevel", level);
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SetEntProp(sentry, Prop_Send, "m_iHighestUpgradeLevel", level);
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SetEntProp(sentry, Prop_Data, "m_spawnflags", flags);
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SetEntProp(sentry, Prop_Send, "m_bBuilding", 1);
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SetEntProp(sentry, Prop_Send, "m_nSkin", level == 1 ? iTeam : iTeam -2);
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DispatchSpawn(sentry);
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SetVariantInt(100);
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AcceptEntityInput(sentry, "SetHealth");
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SetEntPropFloat(sentry, Prop_Send, "m_flModelScale", 0.75);
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SetEntPropVector(sentry, Prop_Send, "m_vecMins", m_vecMinsMini);
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SetEntPropVector(sentry, Prop_Send, "m_vecMaxs", m_vecMaxsMini);
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}else if(disposable){
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SetEntProp(sentry, Prop_Send, "m_bMiniBuilding", 1);
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SetEntProp(sentry, Prop_Send, "m_bDisposableBuilding", 1);
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SetEntProp(sentry, Prop_Send, "m_iUpgradeLevel", level);
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SetEntProp(sentry, Prop_Send, "m_iHighestUpgradeLevel", level);
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SetEntProp(sentry, Prop_Data, "m_spawnflags", flags);
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SetEntProp(sentry, Prop_Send, "m_bBuilding", 1);
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SetEntProp(sentry, Prop_Send, "m_nSkin", level == 1 ? iTeam : iTeam -2);
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DispatchSpawn(sentry);
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SetVariantInt(100);
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AcceptEntityInput(sentry, "SetHealth");
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SetEntPropFloat(sentry, Prop_Send, "m_flModelScale", 0.60);
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SetEntPropVector(sentry, Prop_Send, "m_vecMins", m_vecMinsDisp);
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SetEntPropVector(sentry, Prop_Send, "m_vecMaxs", m_vecMaxsDisp);
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}else{
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SetEntProp(sentry, Prop_Send, "m_iUpgradeLevel", level);
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SetEntProp(sentry, Prop_Send, "m_iHighestUpgradeLevel", level);
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SetEntProp(sentry, Prop_Data, "m_spawnflags", flags);
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SetEntProp(sentry, Prop_Send, "m_bBuilding", 1);
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SetEntProp(sentry, Prop_Send, "m_nSkin", iTeam -2);
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DispatchSpawn(sentry);
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}
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return sentry;
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}
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void SpawnSentry_ProcessSettings(const char[] sSettings){
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char[][] sPieces = new char[3][8];
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ExplodeString(sSettings, ",", sPieces, 3, 8);
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g_iSentryLevel = StringToInt(sPieces[0]);
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g_bShouldStay = StringToInt(sPieces[1]) > 0 ? true : false;
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g_iMaxSentries = StringToInt(sPieces[2]);
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}
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