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https://github.com/Jackzmc/sourcemod-plugins.git
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l4d2_extraplayeritems: Hopefully fixed some issues. I have no idea why it doesnt work. It should work in theory.
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704d0d02f6
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2 changed files with 116 additions and 64 deletions
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@ -21,9 +21,9 @@ public Plugin myinfo =
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url = ""
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};
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static ConVar hExtraItemBasePercentage, hAddExtraKits;
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static int extraKitsAmount, extraKitsStarted, isFailureRound;
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static bool isCheckpointReached, isLateLoaded;
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static ConVar hExtraItemBasePercentage, hAddExtraKits, hMinPlayers;
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static int extraKitsAmount, extraKitsStarted, isFailureRound, abmExtraCount;
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static bool isCheckpointReached, isLateLoaded, firstGiven;
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/*
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on first start: Everyone has a kit, new comers also get a kit.
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@ -59,9 +59,12 @@ public void OnPluginStart()
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HookEvent("player_entered_checkpoint", Event_EnterSaferoom);
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HookEvent("heal_success", Event_HealFinished);
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HookEvent("map_transition", Event_MapTransition);
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HookEvent("game_start", Event_GameStart);
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hExtraItemBasePercentage = CreateConVar("l4d2_extraitem_chance", "0.056", "The base chance (multiplied by player count) of an extra item being spawned.", FCVAR_NONE, true, 0.0, true, 1.0);
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hAddExtraKits = CreateConVar("l4d2_extraitems_kitmode", "0", "Decides how extra kits should be added. 0 -> Overwrites previous extra kits, 1 -> Adds onto previous extra kits");
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hMinPlayers = FindConVar("abm_minplayers");
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if(hMinPlayers != null) PrintToServer("Found convar abm_minplayers");
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AutoExecConfig(true, "l4d2_extraplayeritems");
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@ -92,7 +95,8 @@ public Action Command_SetKitAmount(int client, int args) {
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#if defined DEBUG
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public Action Command_GetKitAmount(int client, int args) {
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ReplyToCommand(client, "Extra kits available: %d | Survivors: %d", extraKitsAmount, GetSurvivorsCount());
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ReplyToCommand(client, "Extra kits available: %d (%d) | Survivors: %d", extraKitsAmount, extraKitsStarted, GetSurvivorsCount());
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ReplyToCommand(client, "isCheckpointReached %b, isLateLoaded %b, firstGiven %b", isCheckpointReached, isLateLoaded, firstGiven);
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return Plugin_Handled;
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}
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public Action Command_RunExtraItems(int client, int args) {
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@ -106,65 +110,74 @@ public Action Command_RunExtraItems(int client, int args) {
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////////////////////////////////////
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//Called on the first spawn in a mission.
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public Action Event_GameStart(Event event, const char[] name, bool dontBroadcast) {
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firstGiven = false;
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}
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public Action Event_PlayerFirstSpawn(Event event, const char[] name, bool dontBroadcast) {
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int client = GetClientOfUserId(event.GetInt("userid"));
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if(L4D_IsFirstMapInScenario() && GetClientTeam(client) == 2) {
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if(GetClientTeam(client) == 2) {
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if(L4D_IsFirstMapInScenario()) {
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//Check if all clients are ready, and survivor count is > 4.
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//TODO: Possibly stop redudant double loops (ready check & survivor count)0
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if(AreAllClientsReady() && GetSurvivorsCount() > 4) {
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int skipLeft = 4;
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for(int i = 1; i < MaxClients + 1; i++) {
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if(IsClientConnected(i) && IsClientInGame(i) && GetClientTeam(i) == 2) {
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//Skip at least the first 4 players, as they will pickup default kits.
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//If player somehow already has it ,also skip them.
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if(skipLeft > 0 || DoesClientHaveKit(i)) {
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skipLeft--;
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continue;
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}else{
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CheatCommand(i, "give", "first_aid_kit", "");
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}
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}
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}
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//do for loop, skip 4 people
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if(AreAllClientsReady() && GetSurvivorsCount() > 4 && !firstGiven) {
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firstGiven = true;
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CreateTimer(1.0, Timer_GiveKits);
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}
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}else{
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if(!DoesClientHaveKit(client) && GetClientTeam(client) == 2) {
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if(!DoesClientHaveKit(client)) {
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CheatCommand(client, "give", "first_aid_kit", "");
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}
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}
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}
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}
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public Action Timer_GiveKits(Handle timer) { GiveStartingKits(); }
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//Provide extra kits when a player spawns (aka after a map transition)
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public Action Event_PlayerSpawn(Event event, const char[] name, bool dontBroadcast) {
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int client = GetClientOfUserId(event.GetInt("userid"));
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if(GetClientTeam(client) == 2 && extraKitsAmount > 0) {
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if(!DoesClientHaveKit(client)) {
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CheatCommand(client, "give", "first_aid_kit", "");
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UseExtraKit();
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if(GetClientTeam(client) == 2) {
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if(!DoesClientHaveKit(client))
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UseExtraKit(client);
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int survivors = GetSurvivorsCount();
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if(hMinPlayers != null && hMinPlayers.IntValue < abmExtraCount) {
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#if defined DEBUG
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PrintToServer("update abm_minplayers -> %d", abmExtraCount);
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#endif
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hMinPlayers.IntValue = abmExtraCount;
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}
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}
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}
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//TODO: Possibly switch to game_init or game_newmap ?
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public void OnMapStart() {
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//If previous round was a failure, restore the amount of kits that were left directly after map transition
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if(isFailureRound) {
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extraKitsAmount = extraKitsStarted;
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//give kits if first
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if(L4D_IsFirstMapInScenario()) {
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GiveStartingKits();
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}
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isFailureRound = false;
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}
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if(!isLateLoaded && GetSurvivorsCount() > 4 && GetEntityCount() < MAX_ENTITY_LIMIT)
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CreateTimer(20.0, Timer_AddExtraCounts);
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#if defined DEBUG
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PrintToServer(">>> MAP START. Extra Kits: %d", extraKitsAmount);
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#endif
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if(!isLateLoaded) {
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CreateTimer(30.0, Timer_AddExtraCounts);
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isLateLoaded = false;
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}
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}
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public void Event_EnterSaferoom(Event event, const char[] name, bool dontBroadcast) {
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int client = GetClientOfUserId(event.GetInt("userid"));
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if(client > 0 && !isCheckpointReached) {
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PrintToConsoleAll("saferoom | EKA %d | Client %d | SafeRoom %b", extraKitsAmount, client, L4D_IsInLastCheckpoint(client));
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if(L4D_IsInLastCheckpoint(client)) {
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if(client > 0 && !isCheckpointReached && GetClientTeam(client) == 2 && L4D_IsInLastCheckpoint(client)) {
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isCheckpointReached = true;
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int extraPlayers = GetSurvivorsCount() - 4;
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if(extraPlayers > 0) {
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#if defined DEBUG
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PrintToConsoleAll("CHECKPOINT REACHED BY %N | EXTRA KITS: %d", client, extraPlayers);
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#endif
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//If hAddExtraKits TRUE: Append to previous, FALSE: Overwrite
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if(hAddExtraKits.BoolValue)
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extraKitsAmount += extraPlayers;
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@ -175,7 +188,6 @@ public void Event_EnterSaferoom(Event event, const char[] name, bool dontBroadca
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}
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}
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}
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}
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public Action Event_RoundEnd(Event event, const char[] name, bool dontBroadcast) {
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if(!isFailureRound) isFailureRound = true;
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@ -184,16 +196,20 @@ public Action Event_MapTransition(Event event, const char[] name, bool dontBroad
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isCheckpointReached = false;
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isLateLoaded = false;
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//If any kits were consumed before map transition, decrease from reset-amount (for if a round fails)
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#if defined DEBUG
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PrintToServer("Map transition | Extra Kits Left %d | Starting Amount %d", extraKitsAmount, extraKitsStarted);
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#endif
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extraKitsStarted = extraKitsAmount;
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abmExtraCount = GetSurvivorsCount();
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}
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public Action Event_HealFinished(Event event, const char[] name, bool dontBroadcast) {
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int client = GetClientOfUserId(event.GetInt("userid"));
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if(extraKitsAmount > 0) {
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CheatCommand(client, "give", "first_aid_kit", "");
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UseExtraKit();
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}
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#if defined DEBUG
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PrintToConsoleAll("Client %N Used Kit (healed). Extras: %d", client, extraKitsAmount);
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#endif
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UseExtraKit(client);
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}
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@ -212,24 +228,29 @@ public Action Event_HealFinished(Event event, const char[] name, bool dontBroadc
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*/
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public Action Timer_AddExtraCounts(Handle hd) {
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int survivors = GetSurvivorsCount();
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if(survivors <= 4) return;
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float percentage = hExtraItemBasePercentage.FloatValue * survivors;
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PrintToServer("Populating extra items based on player count (%d) | Percentage %f%%", survivors, percentage * 100);
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PrintToConsoleAll("Populating extra items based on player count (%d) | Percentage %f%%", survivors, percentage * 100);
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char classname[32];
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int entityCount = GetEntityCount();
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int affected = 0;
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for(int i = MaxClients + 1; i < 2048; i++) {
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if(IsValidEntity(i) && entityCount < MAX_ENTITY_LIMIT) {
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if(IsValidEntity(i)) {
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GetEntityClassname(i, classname, sizeof(classname));
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if(StrContains(classname, "_spawn", true) > -1
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&& !StrEqual(classname, "info_zombie_spawn", true)
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&& StrContains(classname, "zombie", true) == -1
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&& StrContains(classname, "scavenge", true) == -1
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) {
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int count = GetEntProp(i, Prop_Data, "m_itemCount");
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if(count > 0 && GetRandomFloat() < percentage) {
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//Add extra kits (equal to player count) to any 4 set of kits.
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if(count == 4 && StrEqual(classname, "weapon_first_aid_kit_spawn", true)) {
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SetEntProp(i, Prop_Data, "m_itemCount", survivors);
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++affected;
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}else if(count > 0 && GetRandomFloat() < percentage) {
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SetEntProp(i, Prop_Data, "m_itemCount", ++count);
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++affected;
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}
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entityCount++;
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}
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}
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}
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@ -240,19 +261,44 @@ public Action Timer_AddExtraCounts(Handle hd) {
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/// Stocks
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////////////////////////////////////
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stock void GiveStartingKits() {
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int skipLeft = 4, realPlayersCount = 0;
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for(int i = 1; i < MaxClients + 1; i++) {
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if(IsClientConnected(i) && IsClientInGame(i) && IsPlayerAlive(i) && GetClientTeam(i) == 2) {
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if(!IsFakeClient(i))
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++realPlayersCount;
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//Skip at least the first 4 players, as they will pickup default kits.
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//If player somehow already has it ,also skip them.
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if(skipLeft > 0 || DoesClientHaveKit(i)) {
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--skipLeft;
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continue;
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}else{
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CheatCommand(i, "give", "first_aid_kit", "");
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}
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}
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}
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//Set abm's min players to the amount of real survivors
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//TODO: Reset on map start when changed
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if(hMinPlayers != null && hMinPlayers.IntValue < realPlayersCount) {
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#if defined DEBUG
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PrintToServer("Found abm_minplayers, setting to %d", realPlayersCount);
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#endif
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hMinPlayers.IntValue = realPlayersCount;
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}
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}
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stock int GetSurvivorsCount() {
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int count = 0;
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for(int i = 1; i < MaxClients + 1; i++) {
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for(int i = 1; i <= MaxClients; i++) {
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if(IsClientConnected(i) && IsClientInGame(i) && GetClientTeam(i) == 2) {
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++count;
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}
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}
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PrintToServer("debug >>> survivors %d", count);
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return count;
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}
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stock bool AreAllClientsReady() {
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for(int i = 1; i < MaxClients + 1; i++) {
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for(int i = 1; i <= MaxClients; i++) {
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if(IsClientConnected(i) && !IsClientInGame(i)) {
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return false;
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}
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@ -270,8 +316,14 @@ stock bool DoesClientHaveKit(int client) {
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return false;
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}
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stock void UseExtraKit() {
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stock void UseExtraKit(int client) {
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if(extraKitsAmount > 0) {
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CheatCommand(client, "give", "first_aid_kit", "");
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if(--extraKitsAmount <= 0) {
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extraKitsAmount = 0;
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}
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#if defined DEBUG
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PrintToServer("Client %N used extra: %d", client, extraKitsAmount);
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#endif
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}
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}
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