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