/* 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! */ bool g_bResupplyAmmo[MAXPLAYERS+1] = {false, ...}; bool g_bNoReload = true; int g_iWeaponCache[MAXPLAYERS+1][3]; int g_iOffsetClip, g_iOffsetAmmo, g_iOffsetAmmoType; void InfiniteAmmo_Start(){ g_iOffsetClip = FindSendPropInfo("CTFWeaponBase", "m_iClip1"); g_iOffsetAmmo = FindSendPropInfo("CTFPlayer", "m_iAmmo"); g_iOffsetAmmoType = FindSendPropInfo("CBaseCombatWeapon", "m_iPrimaryAmmoType"); } void InfiniteAmmo_Perk(int client, const char[] sPref, bool apply){ if(apply) InfiniteAmmo_ApplyPerk(client, StringToInt(sPref)); else g_bResupplyAmmo[client] = false; } void InfiniteAmmo_ApplyPerk(int client, int iNoReload){ g_bNoReload = (iNoReload < 1) ? true : false; g_bResupplyAmmo[client] = true; CreateTimer(0.25, Timer_ResupplyAmmo, GetClientSerial(client), TIMER_REPEAT); } public Action Timer_ResupplyAmmo(Handle hTimer, int iSerial){ int client = GetClientFromSerial(iSerial); if(!IsValidClient(client)) return Plugin_Stop; if(!g_bResupplyAmmo[client]) return Plugin_Stop; InfiniteAmmo_Resupply(client); return Plugin_Continue; } void InfiniteAmmo_Resupply(int client){ switch(TF2_GetPlayerClass(client)){ case TFClass_Engineer:{ SetEntProp(client, Prop_Data, "m_iAmmo", 200, 4, 3); } case TFClass_Spy:{ SetEntPropFloat(client, Prop_Send, "m_flCloakMeter", 100.0); } } int iWeapon = GetEntPropEnt(client, Prop_Send, "m_hActiveWeapon"); if(iWeapon <= MaxClients || !IsValidEntity(iWeapon)) return; switch(GetEntProp(iWeapon, Prop_Send, "m_iItemDefinitionIndex")){ case 441,442,588:{ SetEntPropFloat(iWeapon, Prop_Send, "m_flEnergy", 20.0); } case 307:{ SetEntProp(iWeapon, Prop_Send, "m_bBroken", 0); SetEntProp(iWeapon, Prop_Send, "m_iDetonated", 0); } default:{ if(g_iWeaponCache[client][0] != iWeapon){ g_iWeaponCache[client][0] = iWeapon; g_iWeaponCache[client][1] = GetClip(iWeapon); g_iWeaponCache[client][2] = GetAmmo(client, iWeapon); }else{ int iClip = g_bNoReload ? GetClip(iWeapon) : -1; if(iClip > -1){ if(iClip > g_iWeaponCache[client][1]) g_iWeaponCache[client][1] = iClip; else if(iClip < g_iWeaponCache[client][1]) SetClip(iWeapon, g_iWeaponCache[client][1]); } int iAmmo = GetAmmo(client, iWeapon); if(iAmmo > -1){ if(iAmmo > g_iWeaponCache[client][2]) g_iWeaponCache[client][2] = iAmmo; else if(iAmmo < g_iWeaponCache[client][2]) SetAmmo(client, iWeapon, g_iWeaponCache[client][2]); } } } } } //The bellow are ripped straight from the original RTD int SetAmmo(int client, int iWeapon, int iAmount){ return SetEntData(client, g_iOffsetAmmo + GetEntData(iWeapon, g_iOffsetAmmoType, 1) * 4, iAmount); } int GetAmmo(int client, int iWeapon){ int iAmmoType = GetEntData(iWeapon, g_iOffsetAmmoType, 1); if(iAmmoType == 4) return -1; return GetEntData(client, g_iOffsetAmmo + iAmmoType * 4); } int SetClip(int iWeapon, int iAmount){ return SetEntData(iWeapon, g_iOffsetClip, iAmount, _, true); } int GetClip(int iWeapon){ return GetEntData(iWeapon, g_iOffsetClip); }