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

194 lines
5.7 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 DEADLYVOICE_SOUND_ATTACK "weapons/cow_mangler_explosion_charge_04.wav"
char g_sDeadlyVoiceParticles[][] = {
"default", "default",
"powerup_supernova_explode_red",
"powerup_supernova_explode_blue"
};
bool g_bHasDeadlyVoice[MAXPLAYERS+1] = {false, ...};
int g_iDeadlyVoiceParticle[MAXPLAYERS+1] = {0, ...};
float g_fDeadlyVoiceLastAttack[MAXPLAYERS+1] = {0.0, ...};
float g_fDeadlyVoiceRate = 1.0;
float g_fDeadlyVoiceRange = 128.0;
float g_fDeadlyVoiceDamage= 72.0;
void DeadlyVoice_Start(){
PrecacheSound(DEADLYVOICE_SOUND_ATTACK);
}
void DeadlyVoice_Perk(int client, const char[] sPref, bool apply){
if(apply)
DeadlyVoice_ApplyPerk(client, sPref);
else
DeadlyVoice_RemovePerk(client);
}
void DeadlyVoice_ApplyPerk(int client, const char[] sPref){
DeadlyVoice_ProcessSettings(sPref);
g_bHasDeadlyVoice[client] = true;
PrintToChat(client, "%s %T", "\x07FFD700[RTD]\x01", "RTD2_Perk_Attack", LANG_SERVER, 0x03, 0x01);
}
void DeadlyVoice_RemovePerk(int client){
g_bHasDeadlyVoice[client] = false;
}
void DeadlyVoice_Voice(int client){
if(!g_bHasDeadlyVoice[client]) return;
float fEngineTime = GetEngineTime();
if(fEngineTime < g_fDeadlyVoiceLastAttack[client] +g_fDeadlyVoiceRate)
return;
g_fDeadlyVoiceLastAttack[client] = fEngineTime;
if(g_iDeadlyVoiceParticle[client] < 1)
g_iDeadlyVoiceParticle[client] = CreateParticle(client, g_sDeadlyVoiceParticles[GetClientTeam(client)]);
float fShake[3];
fShake[0] = GetRandomFloat(-5.0, -25.0);
SetEntPropVector(client, Prop_Send, "m_vecPunchAngle", fShake);
DeadlyVoice_HurtSurroundings(client);
EmitSoundToAll(DEADLYVOICE_SOUND_ATTACK, client);
CreateTimer(g_fDeadlyVoiceRate, Timer_DeadlyVoice_DestroyParticle, GetClientSerial(client));
}
public Action Timer_DeadlyVoice_DestroyParticle(Handle hTimer, int iSerial){
int client = GetClientFromSerial(iSerial);
if(g_iDeadlyVoiceParticle[client] > MaxClients && IsValidEntity(g_iDeadlyVoiceParticle[client])){
AcceptEntityInput(g_iDeadlyVoiceParticle[client], "Kill");
g_iDeadlyVoiceParticle[client] = 0;
}
return Plugin_Stop;
}
void DeadlyVoice_HurtSurroundings(client){
if(!IsValidClient(client)) return;
float fClientPos[3];
GetClientAbsOrigin(client, fClientPos);
for(int i = 1; i <= MaxClients; i++){
if(!DeadlyVoice_IsValidTargetFor(client, i)) continue;
float fTargetPos[3];
GetClientAbsOrigin(i, fTargetPos);
float fDistance = GetVectorDistance(fClientPos, fTargetPos);
if(fDistance < g_fDeadlyVoiceRange){
DeadlyVoice_ShakeScreen(i);
SDKHooks_TakeDamage(i, 0, client, g_fDeadlyVoiceDamage, DMG_BLAST);
}
}
}
void DeadlyVoice_ShakeScreen(int client){
if(!IsValidClient(client)) return;
float vec[3];
vec[0] = GetRandomFloat(-15.0, 15.0);
vec[1] = GetRandomFloat(-15.0, 15.0);
vec[2] = GetRandomFloat(-15.0, 15.0);
SetEntPropVector(client, Prop_Send, "m_vecPunchAngle", vec);
}
stock bool DeadlyVoice_IsValidTargetFor(int client, int target){
if(client == target)
return false;
if(!IsClientInGame(target))
return false;
if(!IsPlayerAlive(target))
return false;
if(!CanEntitySeeTarget(client, target))
return false;
return CanPlayerBeHurt(target, client);
}
void DeadlyVoice_ProcessSettings(const char[] sSettings){
char[][] sPieces = new char[3][8];
ExplodeString(sSettings, ",", sPieces, 3, 8);
g_fDeadlyVoiceRate = StringToFloat(sPieces[0]);
g_fDeadlyVoiceRange = StringToFloat(sPieces[1]);
g_fDeadlyVoiceDamage = StringToFloat(sPieces[2]);
}