194 lines
5.7 KiB
SourcePawn
194 lines
5.7 KiB
SourcePawn
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/*
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This script is a part of RTD2 plugin and is not meant to work by itself.
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If you were to edit anything here, you'd have to recompile rtd2.sp instead of this one.
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*** HOW TO ADD A PERK ***
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A quick note: This tutorial may not be kept up to date; for an updated one, go to the plugin's thread.
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1. Set up:
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a) Have <perkname>.sp in scripting/rtd.
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b) Add it to the includes in scripting/rtd/#perks.sp.
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c) Add a new section with a correct ID (highest one +1) to the config/rtd2_perks.cfg and set its settings.
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2. Edit scripting/rtd/#manager.sp
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a) In a function named ManagePerk() add a new case to the switch() with your perk's ID.
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b) In the added case specify a function which is going to execute from <perkname>.sp with parameters:
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1) @client - the client the perk should be applied to/removed from
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2) @fSpecialPref - the optional "special" value in config/rtd2_perks.cfg
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2) @enable - to specify whether the perk should be applied/removed
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c) OPTIONAL: You can specify a function in your perk which should run at OnMapStart() in the Forward_OnMapStart() function.
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You will need it if you'd want to, for example, precache a sound or loop through existing clients.
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d) OPTIONAL: You can specify a function in your perk which should run at OnPlayerRunCmd() in the Forward_OnPlayerRunCmd() function.
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You can use it if you'd need something to run each frame or on a certain button press.
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NOTE: The forwarded client is guaranteed to be valid BUT NOT GUARANTEED IF THEY ARE ALIVE.
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3. Script your perk:
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a) Create a public function in <perkname>.sp with parameters @client, @iPref, @bool:apply as an example below
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- This is the only function used to transfer info between the core and the include
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- You don't need to include any includes that are in the rtd2.sp
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b) NOTE: If you need to transfer the iPref to a different function, set it globally but remember to use an unique name
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c) Name it AS SAME AS you named the function in the added case in the switch() in #manager.sp
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d) From there, script the functionality like there's no tomorrow
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e) You are free to use IsValidClient(). It returns false when:
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- An incorrect client index is specified
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- Client is not in game
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- Client is fake (bot)
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- Client is Coaching
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4. Compile rtd2.sp and you're good to go!
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*/
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#define DEADLYVOICE_SOUND_ATTACK "weapons/cow_mangler_explosion_charge_04.wav"
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char g_sDeadlyVoiceParticles[][] = {
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"default", "default",
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"powerup_supernova_explode_red",
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"powerup_supernova_explode_blue"
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};
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bool g_bHasDeadlyVoice[MAXPLAYERS+1] = {false, ...};
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int g_iDeadlyVoiceParticle[MAXPLAYERS+1] = {0, ...};
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float g_fDeadlyVoiceLastAttack[MAXPLAYERS+1] = {0.0, ...};
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float g_fDeadlyVoiceRate = 1.0;
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float g_fDeadlyVoiceRange = 128.0;
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float g_fDeadlyVoiceDamage= 72.0;
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void DeadlyVoice_Start(){
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PrecacheSound(DEADLYVOICE_SOUND_ATTACK);
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}
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void DeadlyVoice_Perk(int client, const char[] sPref, bool apply){
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if(apply)
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DeadlyVoice_ApplyPerk(client, sPref);
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else
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DeadlyVoice_RemovePerk(client);
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}
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void DeadlyVoice_ApplyPerk(int client, const char[] sPref){
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DeadlyVoice_ProcessSettings(sPref);
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g_bHasDeadlyVoice[client] = true;
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PrintToChat(client, "%s %T", "\x07FFD700[RTD]\x01", "RTD2_Perk_Attack", LANG_SERVER, 0x03, 0x01);
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}
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void DeadlyVoice_RemovePerk(int client){
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g_bHasDeadlyVoice[client] = false;
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}
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void DeadlyVoice_Voice(int client){
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if(!g_bHasDeadlyVoice[client]) return;
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float fEngineTime = GetEngineTime();
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if(fEngineTime < g_fDeadlyVoiceLastAttack[client] +g_fDeadlyVoiceRate)
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return;
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g_fDeadlyVoiceLastAttack[client] = fEngineTime;
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if(g_iDeadlyVoiceParticle[client] < 1)
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g_iDeadlyVoiceParticle[client] = CreateParticle(client, g_sDeadlyVoiceParticles[GetClientTeam(client)]);
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float fShake[3];
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fShake[0] = GetRandomFloat(-5.0, -25.0);
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SetEntPropVector(client, Prop_Send, "m_vecPunchAngle", fShake);
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DeadlyVoice_HurtSurroundings(client);
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EmitSoundToAll(DEADLYVOICE_SOUND_ATTACK, client);
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CreateTimer(g_fDeadlyVoiceRate, Timer_DeadlyVoice_DestroyParticle, GetClientSerial(client));
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}
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public Action Timer_DeadlyVoice_DestroyParticle(Handle hTimer, int iSerial){
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int client = GetClientFromSerial(iSerial);
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if(g_iDeadlyVoiceParticle[client] > MaxClients && IsValidEntity(g_iDeadlyVoiceParticle[client])){
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AcceptEntityInput(g_iDeadlyVoiceParticle[client], "Kill");
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g_iDeadlyVoiceParticle[client] = 0;
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}
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return Plugin_Stop;
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}
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void DeadlyVoice_HurtSurroundings(client){
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if(!IsValidClient(client)) return;
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float fClientPos[3];
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GetClientAbsOrigin(client, fClientPos);
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for(int i = 1; i <= MaxClients; i++){
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if(!DeadlyVoice_IsValidTargetFor(client, i)) continue;
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float fTargetPos[3];
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GetClientAbsOrigin(i, fTargetPos);
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float fDistance = GetVectorDistance(fClientPos, fTargetPos);
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if(fDistance < g_fDeadlyVoiceRange){
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DeadlyVoice_ShakeScreen(i);
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SDKHooks_TakeDamage(i, 0, client, g_fDeadlyVoiceDamage, DMG_BLAST);
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}
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}
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}
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void DeadlyVoice_ShakeScreen(int client){
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if(!IsValidClient(client)) return;
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float vec[3];
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vec[0] = GetRandomFloat(-15.0, 15.0);
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vec[1] = GetRandomFloat(-15.0, 15.0);
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vec[2] = GetRandomFloat(-15.0, 15.0);
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SetEntPropVector(client, Prop_Send, "m_vecPunchAngle", vec);
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}
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stock bool DeadlyVoice_IsValidTargetFor(int client, int target){
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if(client == target)
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return false;
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if(!IsClientInGame(target))
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return false;
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if(!IsPlayerAlive(target))
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return false;
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if(!CanEntitySeeTarget(client, target))
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return false;
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return CanPlayerBeHurt(target, client);
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}
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void DeadlyVoice_ProcessSettings(const char[] sSettings){
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char[][] sPieces = new char[3][8];
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ExplodeString(sSettings, ",", sPieces, 3, 8);
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g_fDeadlyVoiceRate = StringToFloat(sPieces[0]);
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g_fDeadlyVoiceRange = StringToFloat(sPieces[1]);
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g_fDeadlyVoiceDamage = StringToFloat(sPieces[2]);
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} |