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

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