l4d2_population_control: Fix precache crash by preventing model overwrites on load

This commit is contained in:
Jackzie 2021-02-19 11:05:06 -06:00
parent c1c4df5bf4
commit 4a99d6bf48
No known key found for this signature in database
GPG key ID: 1E834FE36520537A
2 changed files with 53 additions and 9 deletions

Binary file not shown.

View file

@ -21,15 +21,36 @@ public Plugin myinfo =
static ConVar hPercentTotal; static ConVar hPercentTotal;
static ConVar hPercentClown; static ConVar hPercentClown;
static ConVar hPercentMud; static ConVar hPercentMud;
static ConVar hPercentCeda;
static ConVar hPercentWorker;
static ConVar hPercentRiot;
static ConVar hPercentJimmy;
static ConVar hPercentFallen;
#define COMMON_MODELS_COUNT 2 static bool IsDoneLoading;
#define COMMON_MODELS_COUNT 6
static char INFECTED_MODELS[COMMON_MODELS_COUNT][] = { static char INFECTED_MODELS[COMMON_MODELS_COUNT][] = {
"models/infected/common_male_clown.mdl", "models/infected/common_male_clown.mdl", //clown
"models/infected/common_male_mud.mdl" "models/infected/common_male_mud.mdl", //mud
"models/infected/common_male_ceda.mdl", //ceda
"models/infected/common_male_riot.mdl", //riot
"models/infected/common_male_jimmy.mdl", //jimmy
"models/infected/common_male_fallen_survivor.mdl", //fallen
};
static char WORKER_MODELS[3][] = {
"models/infected/common_worker_male01.mdl",
"models/infected/common_male_roadcrew.mdl",
"models/infected/common_male_roadcrew_rain.mdl"
}; };
enum CommonTypes { enum CommonTypes {
Common_Clown, Common_Clown,
Common_Mud Common_Mud,
Common_Ceda,
Common_Riot,
Common_Jimmy,
Common_Worker = -1,
}; };
public void OnPluginStart() { public void OnPluginStart() {
@ -38,19 +59,33 @@ public void OnPluginStart() {
SetFailState("This plugin is for L4D2 only."); SetFailState("This plugin is for L4D2 only.");
} }
hPercentTotal = CreateConVar("l4d2_population_global_chance", "1.0", "The % chance that any the below chances occur.\n0.0 = NEVER, 1.0: ALWAYS"); hPercentTotal = CreateConVar("l4d2_population_global_chance", "1.0", "The % chance that any the below chances occur.\n0.0 = NEVER, 1.0: ALWAYS");
hPercentClown = CreateConVar("l4d2_population_clowns", "0.0", "The % chance that a common spawns as a clown.\n0.0 = OFF, 1.0 = ALWAYS", FCVAR_NONE, true, 0.0, true, 1.0); hPercentClown = CreateConVar("l4d2_population_clowns", "0.0", "The % chance that a common spawns as a clown.\n0.0 = OFF, 1.0 = ALWAYS", FCVAR_NONE, true, 0.0, true, 1.0);
hPercentMud = CreateConVar("l4d2_population_mud", "0.0", "The % chance that a common spawns as a mud zombie.\n0.0 = OFF, 1.0 = ALWAYS", FCVAR_NONE, true, 0.0, true, 1.0); hPercentMud = CreateConVar("l4d2_population_mud", "0.0", "The % chance that a common spawns as a mud zombie.\n0.0 = OFF, 1.0 = ALWAYS", FCVAR_NONE, true, 0.0, true, 1.0);
} hPercentCeda = CreateConVar("l4d2_population_ceda", "0.0", "The % chance that a common spawns as a ceda zombie.\n0.0 = OFF, 1.0 = ALWAYS", FCVAR_NONE, true, 0.0, true, 1.0);
hPercentWorker = CreateConVar("l4d2_population_worker", "0.0", "The % chance that a common spawns as a worker zombie.\n0.0 = OFF, 1.0 = ALWAYS", FCVAR_NONE, true, 0.0, true, 1.0);
hPercentRiot = CreateConVar("l4d2_population_riot", "0.0", "The % chance that a common spawns as a riot zombie.\n0.0 = OFF, 1.0 = ALWAYS", FCVAR_NONE, true, 0.0, true, 1.0);
hPercentJimmy = CreateConVar("l4d2_population_jimmy", "0.0", "The % chance that a common spawns as a Jimmy Gibs Jr. zombie.\n0.0 = OFF, 1.0 = ALWAYS", FCVAR_NONE, true, 0.0, true, 1.0);
AutoExecConfig(true, "l4d2_population_control");
}
public void OnMapStart() { public void OnMapStart() {
for(int i = 0; i < COMMON_MODELS_COUNT; i++) { for(int i = 0; i < COMMON_MODELS_COUNT; i++) {
PrintToServer(">>> Precache %s", INFECTED_MODELS[i]);
PrecacheModel(INFECTED_MODELS[i], true); PrecacheModel(INFECTED_MODELS[i], true);
} }
for(int i = 0; i < 3; i++) {
PrintToServer(">>> Precache %s", INFECTED_MODELS[i]);
PrecacheModel(WORKER_MODELS[i], true);
}
IsDoneLoading = true;
}
public void OnMapEnd() {
IsDoneLoading = false;
} }
public void OnEntityCreated(int entity, const char[] classname) { public void OnEntityCreated(int entity, const char[] classname) {
if (StrEqual(classname, "infected")) { if (StrEqual(classname, "infected") && IsDoneLoading) {
char m_ModelName[PLATFORM_MAX_PATH]; char m_ModelName[PLATFORM_MAX_PATH];
GetEntPropString(entity, Prop_Data, "m_ModelName", m_ModelName, sizeof(m_ModelName)); GetEntPropString(entity, Prop_Data, "m_ModelName", m_ModelName, sizeof(m_ModelName));
if(GetRandomFloat() <= hPercentTotal.FloatValue) { if(GetRandomFloat() <= hPercentTotal.FloatValue) {
@ -59,6 +94,15 @@ public void OnEntityCreated(int entity, const char[] classname) {
SetEntityModel(entity, INFECTED_MODELS[Common_Clown]); SetEntityModel(entity, INFECTED_MODELS[Common_Clown]);
}else if(spawnPercentage <= hPercentMud.FloatValue) { }else if(spawnPercentage <= hPercentMud.FloatValue) {
SetEntityModel(entity, INFECTED_MODELS[Common_Mud]); SetEntityModel(entity, INFECTED_MODELS[Common_Mud]);
}else if(spawnPercentage <= hPercentCeda.FloatValue) {
SetEntityModel(entity, INFECTED_MODELS[Common_Ceda]);
}else if(spawnPercentage <= hPercentWorker.FloatValue) {
//worker has multiple models:
SetEntityModel(entity, WORKER_MODELS[GetRandomInt(0,2)]);
}else if(spawnPercentage <= hPercentRiot.FloatValue) {
SetEntityModel(entity, INFECTED_MODELS[Common_Riot]);
}else if(spawnPercentage <= hPercentJimmy.FloatValue) {
SetEntityModel(entity, INFECTED_MODELS[Common_Jimmy]);
} }
} }
} }