/* 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_iExtraAmmoOffsetClip, g_iExtraAmmoOffsetAmmo, g_iExtraAmmoOffsetAmmoType; void ExtraAmmo_Start(){ g_iExtraAmmoOffsetClip = FindSendPropInfo("CTFWeaponBase", "m_iClip1"); g_iExtraAmmoOffsetAmmo = FindSendPropInfo("CTFPlayer", "m_iAmmo"); g_iExtraAmmoOffsetAmmoType = FindSendPropInfo("CBaseCombatWeapon", "m_iPrimaryAmmoType"); } void ExtraAmmo_Perk(int client, const char[] sPref, bool apply){ if(!apply) return; int iWeapon = -1; for(int i = 0; i < 2; i++){ iWeapon = GetPlayerWeaponSlot(client, i); if(iWeapon <= MaxClients || !IsValidEntity(iWeapon)) continue; ExtraAmmo_MultiplyAmmo(client, iWeapon, StringToFloat(sPref)); } } void ExtraAmmo_MultiplyAmmo(int client, int iWeapon, float fMultiplier){ switch(GetEntProp(iWeapon, Prop_Send, "m_iItemDefinitionIndex")){ case 441,442,588:{ SetEntPropFloat(iWeapon, Prop_Send, "m_flEnergy", 20.0*fMultiplier); } default:{ int iClip = ExtraAmmo_GetClip(iWeapon); if(iClip > -1) ExtraAmmo_SetClip(iWeapon, iClip < 1 ? RoundFloat(fMultiplier) : RoundFloat(float(iClip) *fMultiplier)); int iAmmo = ExtraAmmo_GetAmmo(client, iWeapon); if(iAmmo > -1) ExtraAmmo_SetAmmo(client, iWeapon, iAmmo < 1 ? RoundFloat(fMultiplier) : RoundFloat(float(iAmmo) *fMultiplier)); } } } //The bellow are ripped straight from the original RTD int ExtraAmmo_SetAmmo(int client, int iWeapon, int iAmount){ return SetEntData(client, g_iExtraAmmoOffsetAmmo + GetEntData(iWeapon, g_iExtraAmmoOffsetAmmoType, 1) * 4, iAmount); } int ExtraAmmo_GetAmmo(int client, int iWeapon){ int iAmmoType = GetEntData(iWeapon, g_iExtraAmmoOffsetAmmoType, 1); if(iAmmoType == 4) return -1; return GetEntData(client, g_iExtraAmmoOffsetAmmo + iAmmoType * 4); } int ExtraAmmo_SetClip(int iWeapon, int iAmount){ return SetEntData(iWeapon, g_iExtraAmmoOffsetClip, iAmount, _, true); } int ExtraAmmo_GetClip(int iWeapon){ return GetEntData(iWeapon, g_iExtraAmmoOffsetClip); }