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

292 lines
8.2 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 HOMING_SPEED 0.5
#define HOMING_REFLE 1.1
#define MINICRIT TFCond_Buffed
#define FULLCRIT TFCond_CritOnFirstBlood
bool g_bHasHomingProjectiles[MAXPLAYERS+1] = {false, ...};
Handle g_hArrayHoming;
int g_iHomingCrits = 0;
void HomingProjectiles_Start(){
g_hArrayHoming = CreateArray(2);
ClearArray(g_hArrayHoming);
HookEvent("teamplay_round_start", Event_HomingProjectiles_RoundStart);
}
void HomingProjectiles_Perk(int client, const char[] sPref, bool apply){
if(apply)
HomingProjectiles_ApplyPerk(client, StringToInt(sPref));
else
HomingProjectiles_RemovePerk(client);
}
void HomingProjectiles_ApplyPerk(int client, int iPref){
g_bHasHomingProjectiles[client] = true;
g_iHomingCrits = iPref;
if(g_iHomingCrits > 0)
TF2_AddCondition(client, g_iHomingCrits < 2 ? MINICRIT : FULLCRIT);
}
void HomingProjectiles_RemovePerk(int client){
g_bHasHomingProjectiles[client] = false;
if(g_iHomingCrits > 0)
TF2_RemoveCondition(client, g_iHomingCrits < 2 ? MINICRIT : FULLCRIT);
}
public Event_HomingProjectiles_RoundStart(Handle hEvent, const char[] strEventName, bool bDontBroadcast){
ClearArray(g_hArrayHoming);
}
//Just copy every bit of code from the original RTD!
void HomingProjectiles_OnEntityCreated(int iEnt, const char[] sClassname){
if(!IsAcceptableForHoming(sClassname))
return;
if(!IsHomingPerkPresent())
return;
CreateTimer(0.2, Timer_HomingProjectiles_CheckOwnership, EntIndexToEntRef(iEnt));
}
public Action Timer_HomingProjectiles_CheckOwnership(Handle hTimer, any iRef){
int iProjectile = EntRefToEntIndex(iRef);
if(iProjectile <= MaxClients || !IsValidEntity(iProjectile))
return Plugin_Handled;
int iLauncher = GetEntPropEnt(iProjectile, Prop_Send, "m_hOwnerEntity");
if(iLauncher < 1 || !IsValidClient(iLauncher) || !IsPlayerAlive(iLauncher))
return Plugin_Handled;
if(!g_bHasHomingProjectiles[iLauncher])
return Plugin_Handled;
if(GetEntProp(iProjectile, Prop_Send, "m_nForceBone") != 0)
return Plugin_Handled;
SetEntProp(iProjectile, Prop_Send, "m_nForceBone", 1);
int iData[2];
iData[0] = EntIndexToEntRef(iProjectile);
PushArrayArray(g_hArrayHoming, iData);
return Plugin_Handled;
}
void HomingProjectiles_OnGameFrame(){
for(int i = GetArraySize(g_hArrayHoming)-1; i >= 0; i--){
int iData[2];
GetArrayArray(g_hArrayHoming, i, iData);
if(iData[0] == 0){
RemoveFromArray(g_hArrayHoming, i);
continue;
}
int iProjectile = EntRefToEntIndex(iData[0]);
if(iProjectile > MaxClients)
HomingProjectile_Think(iProjectile, iData[0], i, iData[1]);
else
RemoveFromArray(g_hArrayHoming, i);
}
}
public void HomingProjectile_Think(int iProjectile, int iRefProjectile, int iArrayIndex, int iCurrentTarget){
int iTeam = GetEntProp(iProjectile, Prop_Send, "m_iTeamNum");
if(!HomingProjectile_IsValidTarget(iCurrentTarget, iProjectile, iTeam))
HomingProjectile_FindTarget(iProjectile, iRefProjectile, iArrayIndex);
else
HomingProjectile_TurnToTarget(iCurrentTarget, iProjectile);
}
bool HomingProjectile_IsValidTarget(int client, int iProjectile, int iTeam){
if(client < 1 || client > MaxClients)return false;
if(!IsClientInGame(client)) return false;
if(!IsPlayerAlive(client)) return false;
if(GetClientTeam(client) == iTeam) return false;
if(TF2_IsPlayerInCondition(client, TFCond_Cloaked))
return false;
if(TF2_IsPlayerInCondition(client, TFCond_Disguised) && GetEntProp(client, Prop_Send, "m_nDisguiseTeam") == iTeam)
return false;
if(IsPlayerFriendly(client))
return false;
return CanEntitySeeTarget(iProjectile, client);
}
void HomingProjectile_FindTarget(int iProjectile, int iRefProjectile, int iArrayIndex){
int iTeam = GetEntProp(iProjectile, Prop_Send, "m_iTeamNum");
float fPos1[3];
GetEntPropVector(iProjectile, Prop_Send, "m_vecOrigin", fPos1);
int iBestTarget;
float fBestLength = 99999.9;
for(int i = 1; i <= MaxClients; i++){
if(HomingProjectile_IsValidTarget(i, iProjectile, iTeam)){
float fPos2[3];
GetClientEyePosition(i, fPos2);
float fDistance = GetVectorDistance(fPos1, fPos2);
if(fDistance < fBestLength)
{
iBestTarget = i;
fBestLength = fDistance;
}
}
}
if(iBestTarget >= 1 && iBestTarget <= MaxClients){
int iData[2];
iData[0] = iRefProjectile;
iData[1] = iBestTarget;
SetArrayArray(g_hArrayHoming, iArrayIndex, iData);
HomingProjectile_TurnToTarget(iBestTarget, iProjectile);
}else{
int iData[2];
iData[0] = iRefProjectile;
iData[1] = 0;
SetArrayArray(g_hArrayHoming, iArrayIndex, iData);
}
}
void HomingProjectile_TurnToTarget(int client, int iProjectile){
float fTargetPos[3], fRocketPos[3], fInitialVelocity[3];
GetClientAbsOrigin(client, fTargetPos);
GetEntPropVector(iProjectile, Prop_Send, "m_vecOrigin", fRocketPos);
GetEntPropVector(iProjectile, Prop_Send, "m_vInitialVelocity", fInitialVelocity);
float fSpeedInit = GetVectorLength(fInitialVelocity);
float fSpeedBase = fSpeedInit *HOMING_SPEED;
fTargetPos[2] += 30 +Pow(GetVectorDistance(fTargetPos, fRocketPos), 2.0) /10000;
float fNewVec[3], fAng[3];
SubtractVectors(fTargetPos, fRocketPos, fNewVec);
NormalizeVector(fNewVec, fNewVec);
GetVectorAngles(fNewVec, fAng);
float fSpeedNew = fSpeedBase +GetEntProp(iProjectile, Prop_Send, "m_iDeflected") *fSpeedBase *HOMING_REFLE;
ScaleVector(fNewVec, fSpeedNew);
TeleportEntity(iProjectile, NULL_VECTOR, fAng, fNewVec);
}
stock bool IsAcceptableForHoming(const char[] sClassname){
if(strcmp(sClassname, "tf_projectile_rocket") == 0
|| strcmp(sClassname, "tf_projectile_arrow") == 0
|| strcmp(sClassname, "tf_projectile_flare") == 0
|| strcmp(sClassname, "tf_projectile_energy_ball") == 0
|| strcmp(sClassname, "tf_projectile_healing_bolt") == 0)
return true;
return false;
}
stock bool IsHomingPerkPresent(){
for(int i = 1; i <= MaxClients; i++){
if(!IsValidClient(i))
continue;
if(!IsPlayerAlive(i))
continue;
if(g_bHasHomingProjectiles[i])
return true;
}
return false;
}