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

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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 TOXIC_PARTICLE "eb_aura_angry01"
float g_fToxicRange = 128.0;
float g_fToxicInterval = 0.25;
float g_fToxicDamage = 24.0;
bool g_bIsToxic[MAXPLAYERS+1] = {false, ...};
int g_iToxicParticle[MAXPLAYERS+1] = {0, ...};
void Toxic_Perk(int client, const char[] sPref, bool apply){
if(apply)
Toxic_ApplyPerk(client, sPref);
else
g_bIsToxic[client] = false;
}
void Toxic_ApplyPerk(int client, const char[] sSettings){
Toxic_ProcessSettings(sSettings);
g_bIsToxic[client] = true;
g_iToxicParticle[client] = CreateParticle(client, TOXIC_PARTICLE);
CreateTimer(g_fToxicInterval, Timer_Toxic, GetClientSerial(client), TIMER_REPEAT);
}
public Action Timer_Toxic(Handle hTimer, int iSerial){
int client = GetClientFromSerial(iSerial);
if(!IsValidClient(client)) return Plugin_Stop;
if(!g_bIsToxic[client]){
if(g_iToxicParticle[client] > MaxClients && IsValidEntity(g_iToxicParticle[client])){
AcceptEntityInput(g_iToxicParticle[client], "Kill");
g_iToxicParticle[client] = 0;
}
return Plugin_Stop;
}
Toxic_HurtSurroundings(client);
return Plugin_Continue;
}
void Toxic_HurtSurroundings(client){
if(!IsValidClient(client)) return;
float fClientPos[3];
GetClientAbsOrigin(client, fClientPos);
for(int i = 1; i <= MaxClients; i++){
if(!Toxic_IsValidTargetFor(client, i)) continue;
float fTargetPos[3];
GetClientAbsOrigin(i, fTargetPos);
float fDistance = GetVectorDistance(fClientPos, fTargetPos);
if(fDistance < g_fToxicRange)
SDKHooks_TakeDamage(i, 0, client, g_fToxicDamage, DMG_BLAST);
}
}
stock bool Toxic_IsValidTargetFor(int client, int target){
if(client == target)
return false;
if(!IsClientInGame(target))
return false;
if(!IsPlayerAlive(target))
return false;
if(!CanEntitySeeTarget(client, target))
return false;
return CanPlayerBeHurt(target, client);
}
void Toxic_ProcessSettings(const char[] sSettings){
char[][] sPieces = new char[3][8];
ExplodeString(sSettings, ",", sPieces, 3, 8);
g_fToxicRange = StringToFloat(sPieces[0]);
g_fToxicInterval = StringToFloat(sPieces[1]);
g_fToxicDamage = StringToFloat(sPieces[2]);
}