Add l4d2_extraplayeritems

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Jackzie 2021-01-11 11:09:25 -06:00
parent 08d90f5cbb
commit 5096c5d8f6
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2 changed files with 150 additions and 0 deletions

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#pragma semicolon 1
#pragma newdecls required
//#define DEBUG
#define PLUGIN_VERSION "1.0"
#include <sourcemod>
#include <sdktools>
#include <left4dhooks>
#include <jutils>
//#include <sdkhooks>
public Plugin myinfo =
{
name = "L4D2 Extra Player Items",
author = "jackzmc",
description = "Automatic system to give extra players kits, and provide extra items.",
version = PLUGIN_VERSION,
url = ""
};
static ConVar hExtraItemBasePercentage;
static int extraKitsAmount, totalSurvivorCount, isFailureRound;
/*
on first start: Everyone has a kit, new comers also get a kit.
then when you reach the saferoom, extraKitsAmount is set to the amount of players minus 4. Ex: 5 players -> 1 extra kit
Then on heal at the point, you get an extra kit. After a map transition when a player_spawn is fired, if they do not have a kit; give an extra kit if there is any.
Any left over kits will be used on heals until depleted.
*/
public void OnPluginStart()
{
EngineVersion g_Game = GetEngineVersion();
if(g_Game != Engine_Left4Dead && g_Game != Engine_Left4Dead2)
{
SetFailState("This plugin is for L4D/L4D2 only.");
}
HookEvent("player_spawn", Event_PlayerSpawn);
HookEvent("player_first_spawn", Event_PlayerFirstSpawn);
HookEvent("player_disconnect", Event_Disconnect);
HookEvent("round_end", Event_RoundEnd);
HookEvent("player_entered_checkpoint", Event_EnterSaferoom);
HookEvent("heal_success", Event_HealFinished);
hExtraItemBasePercentage = CreateConVar("l4d2_extraitem_chance", "0.056", "The base chance (multipled by player count) of an extra item being spawned.", FCVAR_NONE, true, 0.0, true, 1.0);
AutoExecConfig(true);
}
/////////////////////////////////////
/// EVENTS
////////////////////////////////////
//Called on the first spawn in a mission.
public Action Event_PlayerFirstSpawn(Event event, const char[] name, bool dontBroadcast) {
//int client = GetClientOfUserId(event.GetInt("userid"));
totalSurvivorCount++;
}
//Provide extra kits when a player spawns (aka after a map transition)
public Action Event_PlayerSpawn(Event event, const char[] name, bool dontBroadcast) {
int client = GetClientOfUserId(event.GetInt("userid"));
if(extraKitsAmount > 0) {
char wpn[32];
if(GetClientWeaponName(client, 3, wpn, sizeof(wpn))) {
if(!StrEqual(wpn, "weapon_first_aid_kit")) {
CheatCommand(client, "give", "first_aid_kit", "");
extraKitsAmount--;
if(extraKitsAmount == 0) {
extraKitsAmount = -1;
}
}
}
}
}
public Action Event_Disconnect(Event event, const char[] name, bool dontBroadcast) {
totalSurvivorCount--;
}
//TODO: Possibly switch to game_init or game_newmap ?
public void OnMapStart() {
//If it is the first map, reset count as this is before any players. Needs to ignore after a round_end
if(L4D_IsFirstMapInScenario()) {
if(isFailureRound)
isFailureRound = false;
else
totalSurvivorCount = 0;
}
if(totalSurvivorCount > 4)
CreateTimer(20.0, Timer_AddExtraCounts);
}
public void Event_EnterSaferoom(Event event, const char[] name, bool dontBroadcast) {
int client = GetClientOfUserId(event.GetInt("userid"));
if(client > 0) {
if(extraKitsAmount == -1 && L4D_IsInLastCheckpoint(client)) {
if(totalSurvivorCount > 4) {
extraKitsAmount = totalSurvivorCount - 4;
PrintToServer("Player entered saferoom. An extra %d kits will be provided on heal", extraKitsAmount);
}
}
}
}
public Action Event_RoundEnd(Event event, const char[] name, bool dontBroadcast) {
if(!isFailureRound) isFailureRound = true;
}
public Action Event_HealFinished(Event event, const char[] name, bool dontBroadcast) {
int client = GetClientOfUserId(event.GetInt("userid"));
//if statement
if(extraKitsAmount > 0) {
CheatCommand(client, "give", "first_aid_kit", "");
extraKitsAmount--;
if(extraKitsAmount == 0) {
extraKitsAmount = -1;
}
}
}
/////////////////////////////////////
/// TIMERS
////////////////////////////////////
public Action Timer_AddExtraCounts(Handle hd) {
float percentage = hExtraItemBasePercentage.FloatValue * totalSurvivorCount;
PrintToServer("Populating extra items based on player count (%d)", totalSurvivorCount);
char classname[32];
for(int i = MaxClients + 1; i < 2048; i++) {
if(IsValidEntity(i)) {
GetEntityClassname(i, classname, sizeof(classname));
if(StrContains(classname, "_spawn", true) > -1 && !StrEqual(classname, "info_zombie_spawn", true)) {
int count = GetEntProp(i, Prop_Data, "m_itemCount");
if(GetRandomFloat() < percentage) {
PrintToServer("Debug: Incrementing spawn count for %s from %d", classname, count);
SetEntProp(i, Prop_Data, "m_itemCount", ++count);
}
PrintToServer("%s %d", classname, count);
}
}
}
}