89 lines
3.4 KiB
SourcePawn
89 lines
3.4 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 FIREWORK_EXPLOSION "weapons/flare_detonator_explode.wav"
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#define FIREWORK_PARTICLE "burningplayer_rainbow_flame"
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int g_iFireworkParticle[MAXPLAYERS+1] = {-1, ...};
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void Firework_Start(){
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PrecacheSound(FIREWORK_EXPLOSION);
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}
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void Firework_Perk(int client, const char[] sPref, bool apply){
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if(!apply)
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if(g_iFireworkParticle[client] > MaxClients && IsValidEntity(g_iFireworkParticle[client])){
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AcceptEntityInput(g_iFireworkParticle[client], "Kill");
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g_iFireworkParticle[client] = -1;
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}
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float fPush[3];
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fPush[2] = StringToFloat(sPref);
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TeleportEntity(client, NULL_VECTOR, NULL_VECTOR, fPush);
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if(g_iFireworkParticle[client] < 0)
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g_iFireworkParticle[client] = CreateParticle(client, FIREWORK_PARTICLE);
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CreateTimer(0.5, Timer_Firework_Explode, GetClientSerial(client));
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}
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public Action Timer_Firework_Explode(Handle hTimer, int iSerial){
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int client = GetClientFromSerial(iSerial);
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EmitSoundToAll(FIREWORK_EXPLOSION, client);
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int iParticle = g_iFireworkParticle[client];
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if(iParticle > MaxClients && IsValidEntity(iParticle))
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AcceptEntityInput(iParticle, "Kill");
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g_iFireworkParticle[client] = -1;
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FakeClientCommandEx(client, "explode");
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return Plugin_Stop;
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} |