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132
scripting/rtd/explosivearrows.sp
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132
scripting/rtd/explosivearrows.sp
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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_bHasExplosiveArrows[MAXPLAYERS+1] = {false, ...};
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char g_sExplosiveArrowsDamage[8] = "100";
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char g_sExplosiveArrowsRadius[8] = "80";
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float g_fExplosiveArrowsForce = 100.0;
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Handle g_hExplosiveArrows = INVALID_HANDLE;
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void ExplosiveArrows_Start(){
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g_hExplosiveArrows = CreateArray();
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}
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void ExplosiveArrows_Perk(int client, const char[] sPref, bool apply){
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ExplosiveArrows_ProcessSettings(sPref);
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g_bHasExplosiveArrows[client] = apply;
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}
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void ExplosiveArrows_OnEntityCreated(int iEnt, const char[] sClassname){
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if(ExplosiveArrows_ValidClassname(sClassname))
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SDKHook(iEnt, SDKHook_Spawn, Timer_ExplosiveArrows_ProjectileSpawn);
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}
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public void Timer_ExplosiveArrows_ProjectileSpawn(int iProjectile){
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int iLauncher = GetEntPropEnt(iProjectile, Prop_Send, "m_hOwnerEntity");
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if(iLauncher < 1 || !IsValidClient(iLauncher) || !IsPlayerAlive(iLauncher))
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return;
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if(!g_bHasExplosiveArrows[iLauncher])
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return;
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if(FindValueInArray(g_hExplosiveArrows, iProjectile) > -1)
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return;
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PushArrayCell(g_hExplosiveArrows, iProjectile);
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SDKHook(iProjectile, SDKHook_StartTouchPost, ExplosiveArrows_ProjectileTouch);
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}
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public void ExplosiveArrows_ProjectileTouch(int iEntity, int iOther){
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int iExplosion = CreateEntityByName("env_explosion");
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RemoveFromArray(g_hExplosiveArrows, FindValueInArray(g_hExplosiveArrows, iEntity));
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if(!IsValidEntity(iExplosion))
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return;
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DispatchKeyValue(iExplosion, "iMagnitude", g_sExplosiveArrowsDamage);
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DispatchKeyValue(iExplosion, "iRadiusOverride", g_sExplosiveArrowsRadius);
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DispatchKeyValueFloat(iExplosion, "DamageForce", g_fExplosiveArrowsForce);
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DispatchSpawn(iExplosion);
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ActivateEntity(iExplosion);
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SetEntPropEnt(iExplosion, Prop_Data, "m_hOwnerEntity", GetEntPropEnt(iEntity, Prop_Send, "m_hOwnerEntity"));
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float fPos[3];
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GetEntPropVector(iEntity, Prop_Send, "m_vecOrigin", fPos);
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TeleportEntity(iExplosion, fPos, NULL_VECTOR, NULL_VECTOR);
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AcceptEntityInput(iExplosion, "Explode");
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AcceptEntityInput(iExplosion, "Kill");
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}
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bool ExplosiveArrows_ValidClassname(const char[] sCls){
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if(StrEqual(sCls, "tf_projectile_healing_bolt")
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|| StrEqual(sCls, "tf_projectile_arrow"))
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return true;
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return false;
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}
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void ExplosiveArrows_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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strcopy(g_sExplosiveArrowsDamage, 8, sPieces[0]);
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strcopy(g_sExplosiveArrowsRadius, 8, sPieces[1]);
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g_fExplosiveArrowsForce = StringToFloat(sPieces[3]);
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}
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