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

115 lines
4.0 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_iSniperPrimary[MAXPLAYERS+1] = {0, ...};
bool g_bHasFullCharge[MAXPLAYERS+1] = {false, ...};
bool g_bHasBow[MAXPLAYERS+1] = {false, ...};
void FullRifleCharge_Start(){
HookEvent("post_inventory_application", Event_FullRifleCharge_Resupply, EventHookMode_Post);
}
public void FullRifleCharge_Perk(int client, const char[] sPref, bool apply){
if(apply)
FullRifleCharge_ApplyPerk(client);
else
g_bHasFullCharge[client] = false;
}
void FullRifleCharge_ApplyPerk(int client){
FullRifleCharge_SetSniperPrimary(client);
g_bHasFullCharge[client] = true;
}
void FullRifleCharge_SetSniperPrimary(int client){
int iWeapon = GetPlayerWeaponSlot(client, 0);
if(iWeapon > MaxClients && IsValidEntity(iWeapon)){
char sClass[32];GetEdictClassname(iWeapon, sClass, sizeof(sClass));
if(StrContains(sClass, "tf_weapon_sniperrifle") > -1){
g_iSniperPrimary[client] = iWeapon;
g_bHasBow[client] = false;
}else if(StrContains(sClass, "tf_weapon_compound_bow") > -1){
g_iSniperPrimary[client] = iWeapon;
g_bHasBow[client] = true;
}
}
}
void FullRifleCharge_OnConditionAdded(int client, TFCond condition){
if(!IsValidClient(client)) return;
if(!g_bHasFullCharge[client]) return;
if(condition != TFCond_Slowed) return;
if(g_iSniperPrimary[client] > MaxClients && IsValidEntity(g_iSniperPrimary[client]))
SetEntPropFloat(
g_iSniperPrimary[client], Prop_Send,
g_bHasBow[client] ? "m_flChargeBeginTime" : "m_flChargedDamage",
g_bHasBow[client] ? GetGameTime()-1.0 : 150.0
);
}
public void Event_FullRifleCharge_Resupply(Handle hEvent, const char[] sEventName, bool bDontBroadcast){
int client = GetClientOfUserId(GetEventInt(hEvent, "userid"));
if(!IsValidClient(client)) return;
if(!g_bHasFullCharge[client]) return;
FullRifleCharge_SetSniperPrimary(client);
}