173 lines
5.2 KiB
SourcePawn
173 lines
5.2 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!
|
|
|
|
*/
|
|
|
|
/*
|
|
IF YOU TELL ME HOW TO GET THE INSIDE OF THE B.A.S.E. JUMPER TO DISAPPEAR I WILL LOVE YOU FOREVER
|
|
*/
|
|
|
|
int g_iBaseAlpha[MAXPLAYERS+1] = {255, ...};
|
|
bool g_bBaseSentry[MAXPLAYERS+1] = {true, ...};
|
|
bool g_bHasInvis[MAXPLAYERS+1] = {false, ...};
|
|
int g_iInvisValue = 0;
|
|
|
|
void Invisibility_Start(){
|
|
|
|
HookEvent("post_inventory_application", Event_Invisibility_Resupply, EventHookMode_Post);
|
|
|
|
}
|
|
|
|
void Invisibility_Perk(int client, const char[] sPref, bool apply){
|
|
|
|
if(apply)
|
|
Invisibility_ApplyPerk(client, StringToInt(sPref));
|
|
|
|
else
|
|
Invisibility_RemovePerk(client);
|
|
|
|
}
|
|
|
|
void Invisibility_ApplyPerk(int client, int iValue){
|
|
|
|
g_bHasInvis[client] = true;
|
|
g_iInvisValue = iValue;
|
|
|
|
g_iBaseAlpha[client] = GetEntityAlpha(client);
|
|
g_bBaseSentry[client] = (GetEntityFlags(client) & FL_NOTARGET) ? true : false;
|
|
|
|
Invisibility_Set(client, iValue);
|
|
|
|
SetSentryTarget(client, false);
|
|
|
|
}
|
|
|
|
void Invisibility_RemovePerk(int client){
|
|
|
|
g_bHasInvis[client] = false;
|
|
|
|
Invisibility_Set(client, g_iBaseAlpha[client]);
|
|
|
|
SetSentryTarget(client, g_bBaseSentry[client]);
|
|
|
|
}
|
|
|
|
void Invisibility_Set(int client, int iValue){
|
|
|
|
if(GetEntityRenderMode(client) == RENDER_NORMAL)
|
|
SetEntityRenderMode(client, RENDER_TRANSCOLOR);
|
|
|
|
SetEntityAlpha(client, iValue);
|
|
|
|
int iWeapon = 0;
|
|
for(int i = 0; i < 5; i++){
|
|
|
|
iWeapon = GetPlayerWeaponSlot(client, i);
|
|
if(iWeapon <= MaxClients || !IsValidEntity(iWeapon))
|
|
continue;
|
|
|
|
if(GetEntityRenderMode(iWeapon) == RENDER_NORMAL)
|
|
SetEntityRenderMode(iWeapon, RENDER_TRANSCOLOR);
|
|
|
|
SetEntityAlpha(iWeapon, iValue);
|
|
|
|
}
|
|
|
|
char sClass[24];
|
|
for(int i = MaxClients+1; i < GetMaxEntities(); i++){
|
|
|
|
if(!IsCorrectWearable(client, i, sClass, sizeof(sClass))) continue;
|
|
|
|
if(GetEntityRenderMode(i) == RENDER_NORMAL)
|
|
SetEntityRenderMode(i, RENDER_TRANSCOLOR);
|
|
|
|
SetEntityAlpha(i, iValue);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
public void Event_Invisibility_Resupply(Handle hEvent, const char[] sEventName, bool bDontBroadcast){
|
|
|
|
int client = GetClientOfUserId(GetEventInt(hEvent, "userid"));
|
|
if(!IsValidClient(client)) return;
|
|
if(!g_bHasInvis[client]) return;
|
|
|
|
Invisibility_Set(client, g_iInvisValue);
|
|
|
|
}
|
|
|
|
stock int GetEntityAlpha(int iEntity){
|
|
|
|
return GetEntData(iEntity, GetEntSendPropOffs(iEntity, "m_clrRender") + 3, 1);
|
|
|
|
}
|
|
|
|
stock void SetEntityAlpha(int iEntity, int iValue){
|
|
|
|
SetEntData(iEntity, GetEntSendPropOffs(iEntity, "m_clrRender") + 3, iValue, 1, true);
|
|
|
|
}
|
|
|
|
bool IsCorrectWearable(int client, int i, char[] sClass, iBufferSize){
|
|
|
|
if(!IsValidEntity(i))
|
|
return false;
|
|
|
|
GetEdictClassname(i, sClass, iBufferSize);
|
|
if(StrContains(sClass, "tf_wearable", false) < 0 && StrContains(sClass, "tf_powerup", false) < 0)
|
|
return false;
|
|
|
|
if(GetEntPropEnt(i, Prop_Send, "m_hOwnerEntity") != client)
|
|
return false;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
void SetSentryTarget(int client, bool bTarget){
|
|
|
|
int iFlags = GetEntityFlags(client);
|
|
if(bTarget)
|
|
SetEntityFlags(client, iFlags &~ FL_NOTARGET);
|
|
else
|
|
SetEntityFlags(client, iFlags | FL_NOTARGET);
|
|
|
|
} |