Add new trolls, fix inface targetting, fix a lot

This commit is contained in:
Jackz 2023-09-29 18:00:26 -05:00
parent 6e323b26d2
commit 16e676d56d
No known key found for this signature in database
GPG key ID: E0BBD94CF657F603
11 changed files with 415 additions and 199 deletions

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@ -174,20 +174,20 @@ ArrayList GetPhrasesArray(const char[] key) {
}
stock int FindClosestClientAdminPriority(int source, bool ignoreBots, float pos[3]) {
int c = FindClosestAdmin(source, ignoreBots, pos);
stock int FindClosestClientAdminPriority(int source, float pos[3]) {
int c = FindClosestAdmin(source, pos);
if(c == -1) return FindClosestClient(source, ignoreBots, pos);
else return c;
}
int FindClosestClient(int source, bool ignoreBots, float pos[3]) {
stock int FindClosestClient(int source, bool ignoreBots, float pos[3]) {
int closest = -1;
float minDist = -1.0;
static float pos1[3];
static float pos2[3];
GetClientAbsOrigin(source, pos1);
for(int i = 1; i <= MaxClients; i++) {
if(IsClientConnected(i) && IsClientInGame(i) && GetClientTeam(i) == 2 && IsPlayerAlive(i) && (!ignoreBots || !IsFakeClient(i)) && i != source) {
if(i != source && IsClientConnected(i) && IsClientInGame(i) && GetClientTeam(i) == 2 && IsPlayerAlive(i) && (!ignoreBots || !IsFakeClient(i)) ) {
GetClientAbsOrigin(i, pos2);
float dist = GetVectorDistance(pos1, pos2);
if(minDist == -1.0 || dist <= minDist) {
@ -200,19 +200,16 @@ int FindClosestClient(int source, bool ignoreBots, float pos[3]) {
return closest;
}
int FindClosestAdmin(int source, bool ignoreBots, float pos[3]) {
stock int FindClosestAdmin(int source, float pos[3]) {
int closest = -1;
float minDist = -1.0;
static float pos1[3];
static float pos2[3];
GetClientAbsOrigin(source, pos);
for(int i = 1; i <= MaxClients; i++) {
if(IsClientConnected(i) && IsClientInGame(i) && GetClientTeam(i) == 2 && IsPlayerAlive(i) &&
(ignoreBots || !IsFakeClient(i))
&& GetUserAdmin(i) != INVALID_ADMIN_ID && i != source
) {
if(i != source && IsClientConnected(i) && IsClientInGame(i) && GetClientTeam(i) == 2 && IsPlayerAlive(i) && !IsFakeClient(i) && GetUserAdmin(i) != INVALID_ADMIN_ID) {
GetClientAbsOrigin(i, pos2);
float dist = GetVectorDistance(pos1, pos2);
float dist = GetVectorDistance(pos1, pos2, true);
if(minDist == -1.0 || dist <= minDist) {
closest = i;
minDist = dist;
@ -223,9 +220,9 @@ int FindClosestAdmin(int source, bool ignoreBots, float pos[3]) {
return closest;
}
int SpawnItem(const char[] entityName, float pos[3], float ang[3] = NULL_VECTOR) {
int SpawnItem(const char[] itemName, float pos[3], float ang[3] = NULL_VECTOR) {
static char classname[32];
Format(classname, sizeof(classname), "weapon_%s", entityName);
Format(classname, sizeof(classname), "weapon_%s", itemName);
int spawner = CreateEntityByName(classname);
if(spawner == -1) return -1;
DispatchKeyValue(spawner, "solid", "6");
@ -262,16 +259,14 @@ void ThrowItemToPlayer(int victim, int target, int slot) {
}
stock void AddInFrontOf(float fVecOrigin[3], float fVecAngle[3], float fUnits, float fOutPut[3])
{
stock void AddInFrontOf(float fVecOrigin[3], float fVecAngle[3], float fUnits, float fOutPut[3]) {
float fVecView[3]; GetViewVector(fVecAngle, fVecView);
fOutPut[0] = fVecView[0] * fUnits + fVecOrigin[0];
fOutPut[1] = fVecView[1] * fUnits + fVecOrigin[1];
fOutPut[2] = fVecView[2] * fUnits + fVecOrigin[2];
}
stock void GetViewVector(float fVecAngle[3], float fOutPut[3])
{
stock void GetViewVector(float fVecAngle[3], float fOutPut[3]) {
fOutPut[0] = Cosine(fVecAngle[1] / (180 / FLOAT_PI));
fOutPut[1] = Sine(fVecAngle[1] / (180 / FLOAT_PI));
fOutPut[2] = -Sine(fVecAngle[0] / (180 / FLOAT_PI));
@ -297,60 +292,23 @@ stock void LookAtClient(int iClient, int iTarget) {
stock int GetClientRealHealth(int client) {
//First filter -> Must be a valid client, successfully in-game and not an spectator (The dont have health).
if(!client
|| !IsValidEntity(client)
|| !IsClientInGame(client)
|| !IsPlayerAlive(client)
|| IsClientObserver(client))
{
if(!client || !IsValidEntity(client) || !IsClientInGame(client) || !IsPlayerAlive(client) || IsClientObserver(client)) {
return -1;
}
//If the client is not on the survivors team, then just return the normal client health.
if(GetClientTeam(client) != 2)
{
} else if(GetClientTeam(client) != 2) {
return GetClientHealth(client);
}
//First, we get the amount of temporal health the client has
float buffer = GetEntPropFloat(client, Prop_Send, "m_healthBuffer");
//We declare the permanent and temporal health variables
float TempHealth;
int PermHealth = GetClientHealth(client);
//In case the buffer is 0 or less, we set the temporal health as 0, because the client has not used any pills or adrenaline yet
if(buffer <= 0.0)
{
TempHealth = 0.0;
}
//In case it is higher than 0, we proceed to calculate the temporl health
else
{
//This is the difference between the time we used the temporal item, and the current time
float tempHealth = 0.0;
if(buffer > 0.0) {
float difference = GetGameTime() - GetEntPropFloat(client, Prop_Send, "m_healthBufferTime");
//We get the decay rate from this convar (Note: Adrenaline uses this value)
float decay = GetConVarFloat(FindConVar("pain_pills_decay_rate"));
//This is a constant we create to determine the amount of health. This is the amount of time it has to pass
//before 1 Temporal HP is consumed.
float constant = 1.0/decay;
//Then we do the calcs
TempHealth = buffer - (difference / constant);
float decay = FindConVar("pain_pills_decay_rate").FloatValue;
float constant = 1.0 / decay;
tempHealth = buffer - (difference / constant);
if(tempHealth < 0.0) {
tempHealth = 0.0;
}
}
//If the temporal health resulted less than 0, then it is just 0.
if(TempHealth < 0.0)
{
TempHealth = 0.0;
}
//Return the value
return RoundToFloor(PermHealth + TempHealth);
return RoundToFloor(GetClientHealth(client) + tempHealth);
}
@ -497,10 +455,7 @@ void StopHealingBots(bool dontKill = false) {
KickClient(i);
}
}
if(!dontKill && IsValidHandle(stopHealingTimer)) {
delete stopHealingTimer;
}
stopHealingTimer = null;
delete stopHealingTimer;
if(hAbmAutoHard != null) hAbmAutoHard.IntValue = wasAbmAutoHard;
if(hSbFixEnabled != null) hSbFixEnabled.BoolValue = wasSbFixEnabled;
}
@ -580,3 +535,46 @@ stock void PrintToConsoleAdmins(const char[] format, any ...) {
}
PrintToServer("%s", buffer);
}
/**
* Shakes a client's screen with the specified amptitude,
* frequency & duration.
*
* @param client Client Index.
* @param amplitude Shake magnitude/amplitude.
* @param frequency Shake noise frequency.
* @param duration Shake lasts this long.
* @return True on success, false otherwise.
*/
stock bool ShakePlayer(int client, float amplitude=50.0, float frequency=150.0, float duration=3.0) {
if (amplitude <= 0.0) {
return false;
}
Handle userMessage = StartMessageOne("Shake", client);
if (userMessage == INVALID_HANDLE) {
return false;
}
if (GetFeatureStatus(FeatureType_Native, "GetUserMessageType") == FeatureStatus_Available
&& GetUserMessageType() == UM_Protobuf) {
PbSetInt(userMessage, "command", 0);
PbSetFloat(userMessage, "local_amplitude", amplitude);
PbSetFloat(userMessage, "frequency", frequency);
PbSetFloat(userMessage, "duration", duration);
} else {
BfWriteByte(userMessage, 0); // Shake Command
BfWriteFloat(userMessage, amplitude); // shake magnitude/amplitude
BfWriteFloat(userMessage, frequency); // shake noise frequency
BfWriteFloat(userMessage, duration); // shake lasts this long
}
EndMessage();
return true;
}
void SetSlot(int client, int slot) {
if(slot == -1)
slot = GetRandomInt(0, 4);
static char slotStr[8];
Format(slotStr, sizeof(slotStr), "slot%d", slot);
ClientCommand(client, slotStr);
}