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

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