/* 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 .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 .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 .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! */ #define ATTRIB_RATE 6 #define ATTRIB_RELOAD 97 bool g_bHasFastHands[MAXPLAYERS+1] = {false, ...}; bool g_bHasFastHands2[MAXPLAYERS+1] = {false, ...}; float g_fFastHandsRateMultiplier = 2.0; float g_fFastHandsReloadMultiplier = 2.0; void FastHands_Start(){ HookEvent("post_inventory_application", FastHands_Resupply, EventHookMode_Post); } public void FastHands_OnEntityCreated(int iEnt, const char[] sClassname){ if(StrEqual(sClassname, "tf_dropped_weapon")) SDKHook(iEnt, SDKHook_SpawnPost, FastHands_OnDroppedWeaponSpawn); } public void FastHands_OnDroppedWeaponSpawn(int iEnt){ int client = AccountIDToClient(GetEntProp(iEnt, Prop_Send, "m_iAccountID")); if(client == -1) return; if(g_bHasFastHands2[client]) AcceptEntityInput(iEnt, "Kill"); } void FastHands_Perk(int client, const char[] sPref, bool apply){ if(apply) FastHands_ApplyPerk(client, sPref); else FastHands_RemovePerk(client); } void FastHands_ApplyPerk(int client, const char[] sSettings){ FastHands_ProcessSettings(sSettings); FastHands_EditClientWeapons(client, true); g_bHasFastHands[client] = true; g_bHasFastHands2[client]= true; } void FastHands_RemovePerk(int client){ FastHands_EditClientWeapons(client, false); g_bHasFastHands[client] = false; CreateTimer(0.5, Timer_FastHands_FullUnset, GetClientSerial(client)); } public Action Timer_FastHands_FullUnset(Handle hTimer, int iSerial){ int client = GetClientFromSerial(iSerial); if(client < 1) return Plugin_Stop; g_bHasFastHands2[client] = false; return Plugin_Stop; } void FastHands_EditClientWeapons(int client, bool apply){ int iWeapon = 0; for(int i = 0; i < 3; i++){ iWeapon = GetPlayerWeaponSlot(client, i); if(iWeapon <= MaxClients || !IsValidEntity(iWeapon)) continue; if(apply){ if(g_fFastHandsRateMultiplier != 0.0) TF2Attrib_SetByDefIndex(iWeapon, ATTRIB_RATE, g_fFastHandsRateMultiplier); if(g_fFastHandsReloadMultiplier != 0.0) TF2Attrib_SetByDefIndex(iWeapon, ATTRIB_RELOAD, g_fFastHandsReloadMultiplier); }else{ TF2Attrib_RemoveByDefIndex(iWeapon, ATTRIB_RATE); TF2Attrib_RemoveByDefIndex(iWeapon, ATTRIB_RELOAD); } } } public void FastHands_Resupply(Handle hEvent, const char[] sEventName, bool bDontBroadcast){ int client = GetClientOfUserId(GetEventInt(hEvent, "userid")); if(!IsValidClient(client)) return; if(!g_bHasFastHands[client]) return; FastHands_EditClientWeapons(client, true); } void FastHands_ProcessSettings(const char[] sSettings){ char[][] sPieces = new char[2][8]; ExplodeString(sSettings, ",", sPieces, 2, 8); g_fFastHandsRateMultiplier = Pow(StringToFloat(sPieces[0]), -1.0); g_fFastHandsReloadMultiplier = Pow(StringToFloat(sPieces[1]), -1.0); }