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173
scripting/rtd/invisibility.sp
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173
scripting/rtd/invisibility.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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/*
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IF YOU TELL ME HOW TO GET THE INSIDE OF THE B.A.S.E. JUMPER TO DISAPPEAR I WILL LOVE YOU FOREVER
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*/
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int g_iBaseAlpha[MAXPLAYERS+1] = {255, ...};
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bool g_bBaseSentry[MAXPLAYERS+1] = {true, ...};
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bool g_bHasInvis[MAXPLAYERS+1] = {false, ...};
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int g_iInvisValue = 0;
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void Invisibility_Start(){
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HookEvent("post_inventory_application", Event_Invisibility_Resupply, EventHookMode_Post);
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}
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void Invisibility_Perk(int client, const char[] sPref, bool apply){
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if(apply)
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Invisibility_ApplyPerk(client, StringToInt(sPref));
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else
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Invisibility_RemovePerk(client);
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}
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void Invisibility_ApplyPerk(int client, int iValue){
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g_bHasInvis[client] = true;
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g_iInvisValue = iValue;
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g_iBaseAlpha[client] = GetEntityAlpha(client);
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g_bBaseSentry[client] = (GetEntityFlags(client) & FL_NOTARGET) ? true : false;
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Invisibility_Set(client, iValue);
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SetSentryTarget(client, false);
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}
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void Invisibility_RemovePerk(int client){
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g_bHasInvis[client] = false;
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Invisibility_Set(client, g_iBaseAlpha[client]);
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SetSentryTarget(client, g_bBaseSentry[client]);
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}
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void Invisibility_Set(int client, int iValue){
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if(GetEntityRenderMode(client) == RENDER_NORMAL)
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SetEntityRenderMode(client, RENDER_TRANSCOLOR);
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SetEntityAlpha(client, iValue);
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int iWeapon = 0;
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for(int i = 0; i < 5; i++){
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iWeapon = GetPlayerWeaponSlot(client, i);
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if(iWeapon <= MaxClients || !IsValidEntity(iWeapon))
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continue;
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if(GetEntityRenderMode(iWeapon) == RENDER_NORMAL)
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SetEntityRenderMode(iWeapon, RENDER_TRANSCOLOR);
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SetEntityAlpha(iWeapon, iValue);
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}
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char sClass[24];
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for(int i = MaxClients+1; i < GetMaxEntities(); i++){
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if(!IsCorrectWearable(client, i, sClass, sizeof(sClass))) continue;
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if(GetEntityRenderMode(i) == RENDER_NORMAL)
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SetEntityRenderMode(i, RENDER_TRANSCOLOR);
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SetEntityAlpha(i, iValue);
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}
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}
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public void Event_Invisibility_Resupply(Handle hEvent, const char[] sEventName, bool bDontBroadcast){
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int client = GetClientOfUserId(GetEventInt(hEvent, "userid"));
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if(!IsValidClient(client)) return;
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if(!g_bHasInvis[client]) return;
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Invisibility_Set(client, g_iInvisValue);
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}
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stock int GetEntityAlpha(int iEntity){
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return GetEntData(iEntity, GetEntSendPropOffs(iEntity, "m_clrRender") + 3, 1);
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}
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stock void SetEntityAlpha(int iEntity, int iValue){
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SetEntData(iEntity, GetEntSendPropOffs(iEntity, "m_clrRender") + 3, iValue, 1, true);
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}
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bool IsCorrectWearable(int client, int i, char[] sClass, iBufferSize){
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if(!IsValidEntity(i))
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return false;
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GetEdictClassname(i, sClass, iBufferSize);
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if(StrContains(sClass, "tf_wearable", false) < 0 && StrContains(sClass, "tf_powerup", false) < 0)
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return false;
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if(GetEntPropEnt(i, Prop_Send, "m_hOwnerEntity") != client)
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return false;
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return true;
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}
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void SetSentryTarget(int client, bool bTarget){
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int iFlags = GetEntityFlags(client);
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if(bTarget)
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SetEntityFlags(client, iFlags &~ FL_NOTARGET);
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else
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SetEntityFlags(client, iFlags | FL_NOTARGET);
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}
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