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scripting/rtd/spawndispenser.sp
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163
scripting/rtd/spawndispenser.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_bCanSpawnDispenser[MAXPLAYERS+1] = {false, ...};
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Handle g_iSpawnedDispensers[MAXPLAYERS+1] = INVALID_HANDLE;
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int g_iDispenserLevel = 2;
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bool g_bShouldDispenserStay = true;
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int g_iMaxDispensers = 1;
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public SpawnDispenser_Perk(int client, const char[] sPref, bool apply){
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if(apply)
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SpawnDispenser_ApplyPerk(client, sPref);
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else
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SpawnDispenser_RemovePerk(client);
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}
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void SpawnDispenser_ApplyPerk(int client, const char[] sPref){
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SpawnDispenser_ProcessSettings(sPref);
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if(g_iSpawnedDispensers[client] == INVALID_HANDLE)
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g_iSpawnedDispensers[client] = CreateArray();
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else
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ClearArray(g_iSpawnedDispensers[client]);
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g_bCanSpawnDispenser[client] = true;
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PrintToChat(client, "%s %T", "\x07FFD700[RTD]\x01", "RTD2_Perk_Dispenser_Initialization", LANG_SERVER, 0x03, 0x01);
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}
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void SpawnDispenser_RemovePerk(int client){
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g_bCanSpawnDispenser[client] = false;
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if(g_bShouldDispenserStay)
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return;
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int iSize = GetArraySize(g_iSpawnedDispensers[client]);
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for(int i = 0; i < iSize; i++){
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int iEnt = EntRefToEntIndex(GetArrayCell(g_iSpawnedDispensers[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 SpawnDispenser_Voice(int client){
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if(!g_bCanSpawnDispenser[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, false)){
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float fDispenserAng[3], fClientAng[3];
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GetClientEyeAngles(client, fClientAng);
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fDispenserAng[1] = fClientAng[1];
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PushArrayCell(g_iSpawnedDispensers[client], EntIndexToEntRef(SpawnDispenser(client, fPos, fDispenserAng, g_iDispenserLevel)));
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int iSpawned = GetArraySize(g_iSpawnedDispensers[client]);
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PrintToChat(client, "%s %T", "\x07FFD700[RTD]\x01", "RTD2_Perk_Dispenser_Spawned", LANG_SERVER, 0x03, iSpawned, g_iMaxDispensers, 0x01);
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if(iSpawned >= g_iMaxDispensers)
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if(g_bShouldDispenserStay)
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ForceRemovePerk(client);
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else
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g_bCanSpawnDispenser[client] = false;
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}
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}
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}
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/*
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The SpawnDispenser 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 SpawnDispenser(int builder, float Position[3], float Angle[3], int level, int flags=4){
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int dispenser = CreateEntityByName("obj_dispenser");
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if(!IsValidEntity(dispenser)) return 0;
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int iTeam = GetClientTeam(builder);
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DispatchKeyValueVector(dispenser, "origin", Position);
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DispatchKeyValueVector(dispenser, "angles", Angle);
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SetEntProp(dispenser, Prop_Send, "m_iHighestUpgradeLevel", level);
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SetEntProp(dispenser, Prop_Data, "m_spawnflags", flags);
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SetEntProp(dispenser, Prop_Send, "m_bBuilding", 1);
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DispatchSpawn(dispenser);
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SetVariantInt(iTeam);
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AcceptEntityInput(dispenser, "SetTeam");
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SetEntProp(dispenser, Prop_Send, "m_nSkin", iTeam -2);
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ActivateEntity(dispenser);
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SetEntPropEnt(dispenser, Prop_Send, "m_hBuilder", builder);
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return dispenser;
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}
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void SpawnDispenser_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_iDispenserLevel = StringToInt(sPieces[0]);
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g_bShouldDispenserStay = StringToInt(sPieces[1]) > 0 ? true : false;
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g_iMaxDispensers = StringToInt(sPieces[2]);
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}
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