/* 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! */ int g_iSniperPrimary[MAXPLAYERS+1] = {0, ...}; bool g_bHasFullCharge[MAXPLAYERS+1] = {false, ...}; bool g_bHasBow[MAXPLAYERS+1] = {false, ...}; void FullRifleCharge_Start(){ HookEvent("post_inventory_application", Event_FullRifleCharge_Resupply, EventHookMode_Post); } public void FullRifleCharge_Perk(int client, const char[] sPref, bool apply){ if(apply) FullRifleCharge_ApplyPerk(client); else g_bHasFullCharge[client] = false; } void FullRifleCharge_ApplyPerk(int client){ FullRifleCharge_SetSniperPrimary(client); g_bHasFullCharge[client] = true; } void FullRifleCharge_SetSniperPrimary(int client){ int iWeapon = GetPlayerWeaponSlot(client, 0); if(iWeapon > MaxClients && IsValidEntity(iWeapon)){ char sClass[32];GetEdictClassname(iWeapon, sClass, sizeof(sClass)); if(StrContains(sClass, "tf_weapon_sniperrifle") > -1){ g_iSniperPrimary[client] = iWeapon; g_bHasBow[client] = false; }else if(StrContains(sClass, "tf_weapon_compound_bow") > -1){ g_iSniperPrimary[client] = iWeapon; g_bHasBow[client] = true; } } } void FullRifleCharge_OnConditionAdded(int client, TFCond condition){ if(!IsValidClient(client)) return; if(!g_bHasFullCharge[client]) return; if(condition != TFCond_Slowed) return; if(g_iSniperPrimary[client] > MaxClients && IsValidEntity(g_iSniperPrimary[client])) SetEntPropFloat( g_iSniperPrimary[client], Prop_Send, g_bHasBow[client] ? "m_flChargeBeginTime" : "m_flChargedDamage", g_bHasBow[client] ? GetGameTime()-1.0 : 150.0 ); } public void Event_FullRifleCharge_Resupply(Handle hEvent, const char[] sEventName, bool bDontBroadcast){ int client = GetClientOfUserId(GetEventInt(hEvent, "userid")); if(!IsValidClient(client)) return; if(!g_bHasFullCharge[client]) return; FullRifleCharge_SetSniperPrimary(client); }