98 lines
3.5 KiB
SourcePawn
98 lines
3.5 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 GODMODE_PARTICLE "powerup_supernova_ready"
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int g_iGodmodeParticle[MAXPLAYERS+1] = {0, ...};
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int g_iPref_Godmode = 0;
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void Godmode_Perk(int client, const char[] sPref, bool apply){
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if(apply)
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Godmode_ApplyPerk(client, StringToInt(sPref));
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else
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Godmode_RemovePerk(client);
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}
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void Godmode_ApplyPerk(int client, int iValue){
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float fParticleOffset[3] = {0.0, 0.0, 12.0};
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g_iGodmodeParticle[client] = CreateParticle(client, GODMODE_PARTICLE, _, _, fParticleOffset);
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g_iPref_Godmode = iValue;
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SDKHook(client, SDKHook_OnTakeDamage, Godmode_OnTakeDamage);
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}
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void Godmode_RemovePerk(int client){
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if(g_iGodmodeParticle[client] > MaxClients && IsValidEntity(g_iGodmodeParticle[client])){
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AcceptEntityInput(g_iGodmodeParticle[client], "Kill");
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g_iGodmodeParticle[client] = 0;
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}
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SDKUnhook(client, SDKHook_OnTakeDamage, Godmode_OnTakeDamage);
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}
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public Action Godmode_OnTakeDamage(int iVic, int &iAttacker){//, int &iInflictor, float &fDamage, int &iDamageType, int &weapon, float damageForce[3], float damagePosition[3]){
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if(iVic != iAttacker)
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return Plugin_Handled;
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if(g_iPref_Godmode > 0)
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return Plugin_Continue;
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if(g_iPref_Godmode > -1)
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TF2_AddCondition(iVic, TFCond_Bonked, 0.001);
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else
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return Plugin_Handled;
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return Plugin_Continue;
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} |