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

132 lines
4.7 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!
*/
bool g_bHasExplosiveArrows[MAXPLAYERS+1] = {false, ...};
char g_sExplosiveArrowsDamage[8] = "100";
char g_sExplosiveArrowsRadius[8] = "80";
float g_fExplosiveArrowsForce = 100.0;
Handle g_hExplosiveArrows = INVALID_HANDLE;
void ExplosiveArrows_Start(){
g_hExplosiveArrows = CreateArray();
}
void ExplosiveArrows_Perk(int client, const char[] sPref, bool apply){
ExplosiveArrows_ProcessSettings(sPref);
g_bHasExplosiveArrows[client] = apply;
}
void ExplosiveArrows_OnEntityCreated(int iEnt, const char[] sClassname){
if(ExplosiveArrows_ValidClassname(sClassname))
SDKHook(iEnt, SDKHook_Spawn, Timer_ExplosiveArrows_ProjectileSpawn);
}
public void Timer_ExplosiveArrows_ProjectileSpawn(int iProjectile){
int iLauncher = GetEntPropEnt(iProjectile, Prop_Send, "m_hOwnerEntity");
if(iLauncher < 1 || !IsValidClient(iLauncher) || !IsPlayerAlive(iLauncher))
return;
if(!g_bHasExplosiveArrows[iLauncher])
return;
if(FindValueInArray(g_hExplosiveArrows, iProjectile) > -1)
return;
PushArrayCell(g_hExplosiveArrows, iProjectile);
SDKHook(iProjectile, SDKHook_StartTouchPost, ExplosiveArrows_ProjectileTouch);
}
public void ExplosiveArrows_ProjectileTouch(int iEntity, int iOther){
int iExplosion = CreateEntityByName("env_explosion");
RemoveFromArray(g_hExplosiveArrows, FindValueInArray(g_hExplosiveArrows, iEntity));
if(!IsValidEntity(iExplosion))
return;
DispatchKeyValue(iExplosion, "iMagnitude", g_sExplosiveArrowsDamage);
DispatchKeyValue(iExplosion, "iRadiusOverride", g_sExplosiveArrowsRadius);
DispatchKeyValueFloat(iExplosion, "DamageForce", g_fExplosiveArrowsForce);
DispatchSpawn(iExplosion);
ActivateEntity(iExplosion);
SetEntPropEnt(iExplosion, Prop_Data, "m_hOwnerEntity", GetEntPropEnt(iEntity, Prop_Send, "m_hOwnerEntity"));
float fPos[3];
GetEntPropVector(iEntity, Prop_Send, "m_vecOrigin", fPos);
TeleportEntity(iExplosion, fPos, NULL_VECTOR, NULL_VECTOR);
AcceptEntityInput(iExplosion, "Explode");
AcceptEntityInput(iExplosion, "Kill");
}
bool ExplosiveArrows_ValidClassname(const char[] sCls){
if(StrEqual(sCls, "tf_projectile_healing_bolt")
|| StrEqual(sCls, "tf_projectile_arrow"))
return true;
return false;
}
void ExplosiveArrows_ProcessSettings(const char[] sSettings){
char[][] sPieces = new char[3][8];
ExplodeString(sSettings, ",", sPieces, 3, 8);
strcopy(g_sExplosiveArrowsDamage, 8, sPieces[0]);
strcopy(g_sExplosiveArrowsRadius, 8, sPieces[1]);
g_fExplosiveArrowsForce = StringToFloat(sPieces[3]);
}