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SMScripts/scripting/rtd/beacon.sp
2025-04-15 22:27:20 -04:00

121 lines
4.2 KiB
SourcePawn

/*
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 <perkname>.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 <perkname>.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 <perkname>.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 SOUND_BEEP "buttons/blip1.wav"
bool g_bIsBeaconed[MAXPLAYERS+1] = {false, ...};
float g_fBeaconInterval = 1.0;
float g_fBeaconRadius = 375.0;
int g_iSpriteBeam, g_iSpriteHalo;
void Beacon_Start(){
PrecacheSound(SOUND_BEEP);
g_iSpriteBeam = PrecacheModel("materials/sprites/laser.vmt");
g_iSpriteHalo = PrecacheModel("materials/sprites/halo01.vmt");
}
void Beacon_Perk(int client, const char[] sPref, bool apply){
if(apply)
Beacon_ApplyPerk(client, sPref);
else
g_bIsBeaconed[client] = false;
}
void Beacon_ApplyPerk(int client, const char[] sSettings){
Beacon_ProcessSettings(sSettings);
CreateTimer(g_fBeaconInterval, Timer_BeaconBeep, GetClientSerial(client), TIMER_REPEAT);
g_bIsBeaconed[client] = true;
}
public Action Timer_BeaconBeep(Handle hTimer, int iSerial){
int client = GetClientFromSerial(iSerial);
if(!IsValidClient(client)) return Plugin_Stop;
if(!g_bIsBeaconed[client]) return Plugin_Stop;
Beacon_Beep(client);
return Plugin_Continue;
}
void Beacon_Beep(int client){
float fPos[3]; GetClientAbsOrigin(client, fPos);
fPos[2] += 10.0;
int iColorGra[4] = {128,128,128,255};
int iColorRed[4] = {255,75,75,255};
int iColorBlu[4] = {75,75,255,255};
TE_SetupBeamRingPoint(fPos, 10.0, g_fBeaconRadius, g_iSpriteBeam, g_iSpriteHalo, 0, 15, 0.5, 5.0, 0.0, iColorGra, 10, 0);
TE_SendToAll();
if(GetClientTeam(client) == _:TFTeam_Red)
TE_SetupBeamRingPoint(fPos, 10.0, g_fBeaconRadius, g_iSpriteBeam, g_iSpriteHalo, 0, 10, 0.6, 10.0, 0.5, iColorRed, 10, 0);
else
TE_SetupBeamRingPoint(fPos, 10.0, g_fBeaconRadius, g_iSpriteBeam, g_iSpriteHalo, 0, 10, 0.6, 10.0, 0.5, iColorBlu, 10, 0);
TE_SendToAll();
EmitSoundToAll(SOUND_BEEP, client);
}
void Beacon_ProcessSettings(const char[] sSettings){
char[][] sPieces = new char[2][4];
ExplodeString(sSettings, ",", sPieces, 2, 4);
g_fBeaconInterval = StringToFloat(sPieces[0]);
g_fBeaconRadius = StringToFloat(sPieces[1]);
}