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

143 lines
4.7 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!
*/
#define FIREBREATH_SOUND_ATTACK "player/taunt_fire.wav"
bool g_bHasFireBreath[MAXPLAYERS+1] = {false, ...};
float g_fFireBreathLastAttack[MAXPLAYERS+1] = {0.0, ...};
float g_fFireBreathRate = 2.0;
float g_fFireBreathCritChance = 0.05;
void FireBreath_Start(){
PrecacheSound(FIREBREATH_SOUND_ATTACK);
}
void FireBreath_Perk(int client, const char[] sPref, bool apply){
if(apply)
FireBreath_ApplyPerk(client, sPref);
else
g_bHasFireBreath[client] = false;
}
void FireBreath_ApplyPerk(int client, const char[] sPref){
FireBreath_ProcessString(sPref);
g_bHasFireBreath[client] = true;
PrintToChat(client, "%s %T", "\x07FFD700[RTD]\x01", "RTD2_Perk_Attack", LANG_SERVER, 0x03, 0x01);
}
void FireBreath_Voice(int client){
if(!g_bHasFireBreath[client])
return;
float fEngineTime = GetEngineTime();
if(fEngineTime < g_fFireBreathLastAttack[client] +g_fFireBreathRate)
return;
g_fFireBreathLastAttack[client] = fEngineTime;
float fShake[3];
fShake[0] = GetRandomFloat(-5.0, -25.0);
SetEntPropVector(client, Prop_Send, "m_vecPunchAngle", fShake);
FireBreath_Fireball(client);
EmitSoundToAll(FIREBREATH_SOUND_ATTACK, client);
}
/*
Code borrowed from: [TF2] Spell casting!
https://forums.alliedmods.net/showthread.php?p=2054678
*/
void FireBreath_Fireball(client){
float fAng[3], fPos[3];
GetClientEyeAngles(client, fAng);
GetClientEyePosition(client, fPos);
int iTeam = GetClientTeam(client);
int iSpell = CreateEntityByName("tf_projectile_spellfireball");
if(!IsValidEntity(iSpell))
return;
float fVel[3], fBuf[3];
GetAngleVectors(fAng, fBuf, NULL_VECTOR, NULL_VECTOR);
fVel[0] = fBuf[0]*1100.0; //Speed of a tf2 rocket.
fVel[1] = fBuf[1]*1100.0;
fVel[2] = fBuf[2]*1100.0;
SetEntPropEnt (iSpell, Prop_Send, "m_hOwnerEntity", client);
SetEntProp (iSpell, Prop_Send, "m_bCritical", (GetURandomFloat() <= g_fFireBreathCritChance) ? 1 : 0, 1);
SetEntProp (iSpell, Prop_Send, "m_iTeamNum", iTeam, 1);
SetEntProp (iSpell, Prop_Send, "m_nSkin", iTeam-2);
SetVariantInt(iTeam);
AcceptEntityInput(iSpell, "TeamNum", -1, -1, 0);
SetVariantInt(iTeam);
AcceptEntityInput(iSpell, "SetTeam", -1, -1, 0);
DispatchSpawn(iSpell);
TeleportEntity(iSpell, fPos, fAng, fVel);
}
void FireBreath_ProcessString(const char[] sSettings){
char[][] sPieces = new char[2][8];
ExplodeString(sSettings, ",", sPieces, 3, 8);
g_fFireBreathRate = StringToFloat(sPieces[0]);
g_fFireBreathCritChance = StringToFloat(sPieces[1]);
}