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scripting/rtd/teamcriticals.sp
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210
scripting/rtd/teamcriticals.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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https://forums.alliedmods.net/showpost.php?p=2389730&postcount=2
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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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#define MINICRIT TFCond_Buffed
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#define FULLCRIT TFCond_CritOnFirstBlood
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float g_fTeamCritsRange = 270.0;
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bool g_bTeamCritsFull = true;
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bool g_bHasTeamCriticals[MAXPLAYERS+1] = {false, ...};
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int g_iCritBoostEnt[MAXPLAYERS+1][MAXPLAYERS+1];
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int g_iCritBoostsGetting[MAXPLAYERS+1] = {0, ...};
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void TeamCriticals_Perk(int client, const char[] sPref, bool apply){
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if(apply)
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TeamCriticals_ApplyPerk(client, sPref);
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else
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TeamCriticals_RemovePerk(client);
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}
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void TeamCriticals_ApplyPerk(int client, const char[] sPref){
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TeamCriticals_ProcessSettings(sPref);
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g_bHasTeamCriticals[client] = true;
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TF2_AddCondition(client, g_bTeamCritsFull ? FULLCRIT : MINICRIT);
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g_iCritBoostsGetting[client]++;
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CreateTimer(0.25, Timer_DrawBeamsFor, GetClientSerial(client), TIMER_REPEAT);
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}
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void TeamCriticals_RemovePerk(int client){
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g_bHasTeamCriticals[client] = false;
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TF2_RemoveCondition(client, g_bTeamCritsFull ? FULLCRIT : MINICRIT);
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g_iCritBoostsGetting[client]--;
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for(int i = 1; i <= MaxClients; i++){
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if(g_iCritBoostEnt[client][i] > MaxClients)
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TeamCriticals_SetCritBoost(client, i, false, 0);
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}
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}
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public Action Timer_DrawBeamsFor(Handle hTimer, int iSerial){
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int client = GetClientFromSerial(iSerial);
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if(!IsValidClient(client))
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return Plugin_Stop;
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if(!g_bHasTeamCriticals[client])
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return Plugin_Stop;
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TeamCriticals_DrawBeamsFor(client);
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return Plugin_Continue;
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}
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void TeamCriticals_DrawBeamsFor(int client){
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int iTeam = GetClientTeam(client);
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for(int i = 1; i <= MaxClients; i++){
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if(i == client)
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continue;
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if(!IsClientInGame(i)){
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if(g_iCritBoostEnt[client][i] > MaxClients)
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TeamCriticals_SetCritBoost(client, i, false, iTeam);
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continue;
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}
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if(!TeamCriticals_IsValidTarget(client, i, iTeam)){
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if(g_iCritBoostEnt[client][i] > MaxClients)
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TeamCriticals_SetCritBoost(client, i, false, iTeam);
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continue;
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}
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if(!CanEntitySeeTarget(client, i)){
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if(g_iCritBoostEnt[client][i] > MaxClients)
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TeamCriticals_SetCritBoost(client, i, false, iTeam);
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continue;
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}
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if(g_iCritBoostEnt[client][i] <= MaxClients)
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TeamCriticals_SetCritBoost(client, i, true, iTeam);
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}
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}
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bool TeamCriticals_IsValidTarget(int client, int iTrg, int iClientTeam){
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float fPos[3], fEndPos[3];
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GetClientAbsOrigin(client, fPos);
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GetClientAbsOrigin(iTrg, fEndPos);
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if(GetVectorDistance(fPos, fEndPos) > g_fTeamCritsRange)
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return false;
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if(TF2_IsPlayerInCondition(iTrg, TFCond_Cloaked))
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return false;
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int iEndTeam = GetClientTeam(iTrg);
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if(TF2_IsPlayerInCondition(iTrg, TFCond_Disguised)){
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if(iClientTeam == iEndTeam)
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return false;
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else
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return true;
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}
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return (iClientTeam == iEndTeam);
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}
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void TeamCriticals_SetCritBoost(int client, int iTrg, bool bSet, int iTeam){
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g_iCritBoostsGetting[iTrg] += bSet ? 1 : -1;
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if(bSet){
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g_iCritBoostEnt[client][iTrg] = ConnectWithBeam(client, iTrg, iTeam == 2 ? 255 : 64, 64, iTeam == 2 ? 64 : 255);
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if(g_iCritBoostsGetting[iTrg] < 2)
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TF2_AddCondition(iTrg, g_bTeamCritsFull ? FULLCRIT : MINICRIT);
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}else{
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if(IsValidEntity(g_iCritBoostEnt[client][iTrg]))
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AcceptEntityInput(g_iCritBoostEnt[client][iTrg], "Kill");
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g_iCritBoostEnt[client][iTrg] = 0;
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if(g_iCritBoostsGetting[iTrg] < 1)
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TF2_RemoveCondition(iTrg, g_bTeamCritsFull ? FULLCRIT : MINICRIT);
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}
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}
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void TeamCriticals_ProcessSettings(const char[] sSettings){
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char[][] sPieces = new char[2][8];
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ExplodeString(sSettings, ",", sPieces, 2, 8);
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g_fTeamCritsRange = StringToFloat(sPieces[0]);
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g_bTeamCritsFull = StringToInt(sPieces[1]) > 0 ? true : false;
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}
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