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

164 lines
4.9 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 ATTRIB_RATE 6
#define ATTRIB_RELOAD 97
bool g_bHasFastHands[MAXPLAYERS+1] = {false, ...};
bool g_bHasFastHands2[MAXPLAYERS+1] = {false, ...};
float g_fFastHandsRateMultiplier = 2.0;
float g_fFastHandsReloadMultiplier = 2.0;
void FastHands_Start(){
HookEvent("post_inventory_application", FastHands_Resupply, EventHookMode_Post);
}
public void FastHands_OnEntityCreated(int iEnt, const char[] sClassname){
if(StrEqual(sClassname, "tf_dropped_weapon"))
SDKHook(iEnt, SDKHook_SpawnPost, FastHands_OnDroppedWeaponSpawn);
}
public void FastHands_OnDroppedWeaponSpawn(int iEnt){
int client = AccountIDToClient(GetEntProp(iEnt, Prop_Send, "m_iAccountID"));
if(client == -1)
return;
if(g_bHasFastHands2[client])
AcceptEntityInput(iEnt, "Kill");
}
void FastHands_Perk(int client, const char[] sPref, bool apply){
if(apply)
FastHands_ApplyPerk(client, sPref);
else
FastHands_RemovePerk(client);
}
void FastHands_ApplyPerk(int client, const char[] sSettings){
FastHands_ProcessSettings(sSettings);
FastHands_EditClientWeapons(client, true);
g_bHasFastHands[client] = true;
g_bHasFastHands2[client]= true;
}
void FastHands_RemovePerk(int client){
FastHands_EditClientWeapons(client, false);
g_bHasFastHands[client] = false;
CreateTimer(0.5, Timer_FastHands_FullUnset, GetClientSerial(client));
}
public Action Timer_FastHands_FullUnset(Handle hTimer, int iSerial){
int client = GetClientFromSerial(iSerial);
if(client < 1)
return Plugin_Stop;
g_bHasFastHands2[client] = false;
return Plugin_Stop;
}
void FastHands_EditClientWeapons(int client, bool apply){
int iWeapon = 0;
for(int i = 0; i < 3; i++){
iWeapon = GetPlayerWeaponSlot(client, i);
if(iWeapon <= MaxClients || !IsValidEntity(iWeapon))
continue;
if(apply){
if(g_fFastHandsRateMultiplier != 0.0)
TF2Attrib_SetByDefIndex(iWeapon, ATTRIB_RATE, g_fFastHandsRateMultiplier);
if(g_fFastHandsReloadMultiplier != 0.0)
TF2Attrib_SetByDefIndex(iWeapon, ATTRIB_RELOAD, g_fFastHandsReloadMultiplier);
}else{
TF2Attrib_RemoveByDefIndex(iWeapon, ATTRIB_RATE);
TF2Attrib_RemoveByDefIndex(iWeapon, ATTRIB_RELOAD);
}
}
}
public void FastHands_Resupply(Handle hEvent, const char[] sEventName, bool bDontBroadcast){
int client = GetClientOfUserId(GetEventInt(hEvent, "userid"));
if(!IsValidClient(client)) return;
if(!g_bHasFastHands[client]) return;
FastHands_EditClientWeapons(client, true);
}
void FastHands_ProcessSettings(const char[] sSettings){
char[][] sPieces = new char[2][8];
ExplodeString(sSettings, ",", sPieces, 2, 8);
g_fFastHandsRateMultiplier = Pow(StringToFloat(sPieces[0]), -1.0);
g_fFastHandsReloadMultiplier = Pow(StringToFloat(sPieces[1]), -1.0);
}