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

188 lines
5.3 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!
*/
bool g_bResupplyAmmo[MAXPLAYERS+1] = {false, ...};
bool g_bNoReload = true;
int g_iWeaponCache[MAXPLAYERS+1][3];
int g_iOffsetClip, g_iOffsetAmmo, g_iOffsetAmmoType;
void InfiniteAmmo_Start(){
g_iOffsetClip = FindSendPropInfo("CTFWeaponBase", "m_iClip1");
g_iOffsetAmmo = FindSendPropInfo("CTFPlayer", "m_iAmmo");
g_iOffsetAmmoType = FindSendPropInfo("CBaseCombatWeapon", "m_iPrimaryAmmoType");
}
void InfiniteAmmo_Perk(int client, const char[] sPref, bool apply){
if(apply)
InfiniteAmmo_ApplyPerk(client, StringToInt(sPref));
else
g_bResupplyAmmo[client] = false;
}
void InfiniteAmmo_ApplyPerk(int client, int iNoReload){
g_bNoReload = (iNoReload < 1) ? true : false;
g_bResupplyAmmo[client] = true;
CreateTimer(0.25, Timer_ResupplyAmmo, GetClientSerial(client), TIMER_REPEAT);
}
public Action Timer_ResupplyAmmo(Handle hTimer, int iSerial){
int client = GetClientFromSerial(iSerial);
if(!IsValidClient(client)) return Plugin_Stop;
if(!g_bResupplyAmmo[client]) return Plugin_Stop;
InfiniteAmmo_Resupply(client);
return Plugin_Continue;
}
void InfiniteAmmo_Resupply(int client){
switch(TF2_GetPlayerClass(client)){
case TFClass_Engineer:{
SetEntProp(client, Prop_Data, "m_iAmmo", 200, 4, 3);
}
case TFClass_Spy:{
SetEntPropFloat(client, Prop_Send, "m_flCloakMeter", 100.0);
}
}
int iWeapon = GetEntPropEnt(client, Prop_Send, "m_hActiveWeapon");
if(iWeapon <= MaxClients || !IsValidEntity(iWeapon))
return;
switch(GetEntProp(iWeapon, Prop_Send, "m_iItemDefinitionIndex")){
case 441,442,588:{
SetEntPropFloat(iWeapon, Prop_Send, "m_flEnergy", 20.0);
}
case 307:{
SetEntProp(iWeapon, Prop_Send, "m_bBroken", 0);
SetEntProp(iWeapon, Prop_Send, "m_iDetonated", 0);
}
default:{
if(g_iWeaponCache[client][0] != iWeapon){
g_iWeaponCache[client][0] = iWeapon;
g_iWeaponCache[client][1] = GetClip(iWeapon);
g_iWeaponCache[client][2] = GetAmmo(client, iWeapon);
}else{
int iClip = g_bNoReload ? GetClip(iWeapon) : -1;
if(iClip > -1){
if(iClip > g_iWeaponCache[client][1])
g_iWeaponCache[client][1] = iClip;
else if(iClip < g_iWeaponCache[client][1])
SetClip(iWeapon, g_iWeaponCache[client][1]);
}
int iAmmo = GetAmmo(client, iWeapon);
if(iAmmo > -1){
if(iAmmo > g_iWeaponCache[client][2])
g_iWeaponCache[client][2] = iAmmo;
else if(iAmmo < g_iWeaponCache[client][2])
SetAmmo(client, iWeapon, g_iWeaponCache[client][2]);
}
}
}
}
}
//The bellow are ripped straight from the original RTD
int SetAmmo(int client, int iWeapon, int iAmount){
return SetEntData(client, g_iOffsetAmmo + GetEntData(iWeapon, g_iOffsetAmmoType, 1) * 4, iAmount);
}
int GetAmmo(int client, int iWeapon){
int iAmmoType = GetEntData(iWeapon, g_iOffsetAmmoType, 1);
if(iAmmoType == 4) return -1;
return GetEntData(client, g_iOffsetAmmo + iAmmoType * 4);
}
int SetClip(int iWeapon, int iAmount){
return SetEntData(iWeapon, g_iOffsetClip, iAmount, _, true);
}
int GetClip(int iWeapon){
return GetEntData(iWeapon, g_iOffsetClip);
}