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

138 lines
4.4 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_bIsForcedTaunt[MAXPLAYERS+1] = {false, ...};
float g_fTauntInterval = 1.0;
bool g_bShouldTaunt[MAXPLAYERS+1] = {false, ...};
char g_sSoundScoutBB[][] = {
"items/scout_boombox_02.wav",
"items/scout_boombox_03.wav",
"items/scout_boombox_04.wav",
"items/scout_boombox_05.wav"
};
void ForcedTaunt_Start(){
for(int i = 0; i < sizeof(g_sSoundScoutBB); i++){
PrecacheSound(g_sSoundScoutBB[i]);
}
}
void ForcedTaunt_Perk(int client, const char[] sPref, bool apply){
if(apply)
ForcedTaunt_ApplyPerk(client, StringToFloat(sPref));
else
g_bIsForcedTaunt[client] = false;
}
void ForcedTaunt_ApplyPerk(int client, float fInterval){
g_fTauntInterval = fInterval;
ForceTaunt_PerformTaunt(client);
g_bIsForcedTaunt[client] = true;
}
public Action Timer_ForceTaunt(Handle hTimer, int iSerial){
int client = GetClientFromSerial(iSerial);
if(!IsValidClient(client)) return Plugin_Stop;
if(!g_bIsForcedTaunt[client]) return Plugin_Stop;
ForceTaunt_PerformTaunt(client);
return Plugin_Stop;
}
void ForceTaunt_PerformTaunt(int client){
if(GetEntProp(client, Prop_Send, "m_hGroundEntity") > -1){
FakeClientCommand(client, "taunt");
return;
}
g_bShouldTaunt[client] = true;
CreateTimer(0.1, Timer_RetryForceTaunt, GetClientSerial(client), TIMER_REPEAT);
}
public Action Timer_RetryForceTaunt(Handle hTimer, int iSerial){
int client = GetClientFromSerial(iSerial);
if(!IsValidClient(client)) return Plugin_Stop;
if(!g_bIsForcedTaunt[client]) return Plugin_Stop;
if(!g_bShouldTaunt[client]) return Plugin_Stop;
if(GetEntProp(client, Prop_Send, "m_hGroundEntity") < 0)
return Plugin_Continue;
g_bShouldTaunt[client] = false;
FakeClientCommand(client, "taunt");
return Plugin_Stop;
}
void ForcedTaunt_OnConditionAdded(int client, TFCond condition){
if(g_bIsForcedTaunt[client] && condition == TFCond_Taunting)
EmitSoundToAll(g_sSoundScoutBB[GetRandomInt(0, sizeof(g_sSoundScoutBB)-1)], client);
}
void ForcedTaunt_OnConditionRemoved(int client, TFCond condition){
if(g_bIsForcedTaunt[client] && condition == TFCond_Taunting)
CreateTimer(g_fTauntInterval, Timer_ForceTaunt, GetClientSerial(client));
}