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SMScripts/scripting/rtd/tinymann.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!
*/
float g_fBaseTinyMann[MAXPLAYERS+1] = {1.0, ...};
bool g_bIsTinyMann[MAXPLAYERS+1] = {false, ...};
float g_fTinyMannScale = 0.15;
void TinyMann_Start(){
AddNormalSoundHook(NormalSHook:TinyMann_SoundHook);
}
void TinyMann_Perk(int client, const char[] sPref, bool apply){
if(apply)
TinyMann_ApplyPerk(client, StringToFloat(sPref));
else
TinyMann_RemovePerk(client);
}
void TinyMann_ApplyPerk(int client, float fMultiplayer){
g_bIsTinyMann[client] = true;
g_fTinyMannScale = fMultiplayer;
g_fBaseTinyMann[client] = GetEntPropFloat(client, Prop_Send, "m_flModelScale");
SetEntPropFloat(client, Prop_Send, "m_flModelScale", fMultiplayer);
}
void TinyMann_RemovePerk(int client){
g_bIsTinyMann[client] = false;
SetEntPropFloat(client, Prop_Send, "m_flModelScale", g_fBaseTinyMann[client]);
FixPotentialStuck(client);
}
public Action TinyMann_SoundHook(int iClients[64], int &iClientsNum, char sSample[PLATFORM_MAX_PATH], int &iEntity, int &iChannel, float &fVolume, int &iLevel, int &iPitch, int &iSoundFlags){
if(StrContains(sSample, "/footstep", false) > -1)
return Plugin_Continue;
if(iChannel != SNDCHAN_VOICE) return Plugin_Continue;
if(!IsValidClient(iEntity)) return Plugin_Continue;
if(!g_bIsTinyMann[iEntity]) return Plugin_Continue;
int iTempPitch = RoundToFloor(100.0 *Pow(g_fTinyMannScale, -1.0));
if(iTempPitch < 25) iTempPitch = 25;
else if(iTempPitch > 250) iTempPitch = 250;
iPitch = iTempPitch;
iSoundFlags |= SND_CHANGEPITCH;
return Plugin_Changed;
}