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

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);
}