189 lines
6.1 KiB
SourcePawn
189 lines
6.1 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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int g_iIceStatue[MAXPLAYERS+1] = {0, ...};
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int g_iBaseFrozen[MAXPLAYERS+1] = {255, ...};
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public void Frozen_Perk(int client, const char[] sPref, bool apply){
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if(apply)
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Frozen_ApplyPerk(client);
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else
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Frozen_RemovePerk(client);
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}
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void Frozen_ApplyPerk(int client){
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g_iBaseFrozen[client] = Frozen_GetEntityAlpha(client);
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Frozen_Set(client, 0);
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Frozen_DisarmWeapons(client, true);
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if(g_iIceStatue[client] < 1){
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g_iIceStatue[client] = CreateDummy(client);
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if(g_iIceStatue[client] > MaxClients && IsValidEntity(g_iIceStatue[client]))
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SetClientViewEntity(client, g_iIceStatue[client]);
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}
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SetEntityMoveType(client, MOVETYPE_NONE);
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SetVariantInt(1);
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AcceptEntityInput(client, "SetForcedTauntCam");
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}
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void Frozen_RemovePerk(int client){
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SetClientViewEntity(client, client);
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if(g_iIceStatue[client] > MaxClients && IsValidEntity(g_iIceStatue[client]))
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AcceptEntityInput(g_iIceStatue[client], "Kill");
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g_iIceStatue[client] = 0;
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Frozen_Set(client, g_iBaseFrozen[client]);
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Frozen_DisarmWeapons(client, false);
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SetEntityMoveType(client, MOVETYPE_WALK);
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SetVariantInt(0);
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AcceptEntityInput(client, "SetForcedTauntCam");
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}
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int CreateDummy(client){
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int iRag = CreateEntityByName("tf_ragdoll");
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if(iRag < 1 || iRag <= MaxClients || !IsValidEntity(iRag))
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return 0;
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float fPos[3], fAng[3], fVel[3];
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GetClientAbsOrigin(client, fPos);
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GetClientAbsAngles(client, fAng);
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GetEntPropVector(client, Prop_Data, "m_vecVelocity", fVel);
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TeleportEntity(iRag, fPos, fAng, fVel);
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SetEntProp(iRag, Prop_Send, "m_iPlayerIndex", client);
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SetEntProp(iRag, Prop_Send, "m_bIceRagdoll", 1);
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SetEntProp(iRag, Prop_Send, "m_iTeam", GetClientTeam(client));
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SetEntProp(iRag, Prop_Send, "m_iClass", _:TF2_GetPlayerClass(client));
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SetEntProp(iRag, Prop_Send, "m_bOnGround", 1);
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//Scale fix by either SHADoW NiNE TR3S or ddhoward (dunno who was first :p)
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//https://forums.alliedmods.net/showpost.php?p=2383502&postcount=1491
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//https://forums.alliedmods.net/showpost.php?p=2366104&postcount=1487
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SetEntPropFloat(iRag, Prop_Send, "m_flHeadScale", GetEntPropFloat(client, Prop_Send, "m_flHeadScale"));
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SetEntPropFloat(iRag, Prop_Send, "m_flTorsoScale", GetEntPropFloat(client, Prop_Send, "m_flTorsoScale"));
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SetEntPropFloat(iRag, Prop_Send, "m_flHandScale", GetEntPropFloat(client, Prop_Send, "m_flHandScale"));
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SetEntityMoveType(iRag, MOVETYPE_NONE);
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DispatchSpawn(iRag);
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ActivateEntity(iRag);
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return iRag;
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}
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void Frozen_Set(int client, int iValue){
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if(GetEntityRenderMode(client) == RENDER_NORMAL)
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SetEntityRenderMode(client, RENDER_TRANSCOLOR);
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Frozen_SetEntityAlpha(client, iValue);
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int iWeapon = 0;
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for(int i = 0; i < 5; i++){
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iWeapon = GetPlayerWeaponSlot(client, i);
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if(iWeapon <= MaxClients || !IsValidEntity(iWeapon))
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continue;
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if(GetEntityRenderMode(iWeapon) == RENDER_NORMAL)
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SetEntityRenderMode(iWeapon, RENDER_TRANSCOLOR);
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Frozen_SetEntityAlpha(iWeapon, iValue);
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}
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char sClass[24];
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for(int i = MaxClients+1; i < GetMaxEntities(); i++){
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if(!IsCorrectWearable(client, i, sClass, sizeof(sClass))) continue;
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if(GetEntityRenderMode(i) == RENDER_NORMAL)
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SetEntityRenderMode(i, RENDER_TRANSCOLOR);
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Frozen_SetEntityAlpha(i, iValue);
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}
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}
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stock int Frozen_GetEntityAlpha(int entity){
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return GetEntData(entity, GetEntSendPropOffs(entity, "m_clrRender") + 3, 1);
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}
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stock void Frozen_SetEntityAlpha(int entity, int value){
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SetEntData(entity, GetEntSendPropOffs(entity, "m_clrRender") + 3, value, 1, true);
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}
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void Frozen_DisarmWeapons(int client, bool bDisarm){
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int iWeapon = 0;
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for(int i = 0; i < 3; i++){
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iWeapon = GetPlayerWeaponSlot(client, i);
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if(iWeapon <= MaxClients || !IsValidEntity(iWeapon))
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continue;
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SetEntPropFloat(iWeapon, Prop_Data, "m_flNextPrimaryAttack", bDisarm ? GetGameTime() + 86400.0 : 0.1);
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SetEntPropFloat(iWeapon, Prop_Data, "m_flNextSecondaryAttack", bDisarm ? GetGameTime() + 86400.0 : 0.1);
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}
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} |