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https://github.com/Jackzmc/sourcemod-plugins.git
synced 2025-05-06 13:13:20 +00:00
Minor fixes
This commit is contained in:
parent
3c2faf7792
commit
58133cabf8
6 changed files with 93 additions and 97 deletions
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@ -42,12 +42,12 @@ public void OnPluginStart() {
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SetFailState("This plugin is for L4D/L4D2 only.");
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}
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HookEvent("player_spawn", Event_PlayerSpawn);
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HookEvent("player_spawn", Event_PlayerSpawn);
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HookEvent("player_first_spawn", Event_PlayerFirstSpawn);
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HookEvent("round_end", Event_RoundEnd);
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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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HookEvent("round_end", Event_RoundEnd);
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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.\n0 -> Overwrites previous extra kits, 1 -> Adds onto previous extra kits", FCVAR_NONE, true, 0.0, true, 1.0);
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@ -107,51 +107,58 @@ public Action Event_GameStart(Event event, const char[] name, bool dontBroadcast
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firstGiven = false;
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extraKitsAmount = 0;
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extraKitsStarted = 0;
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abmExtraCount = 4;
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hMinPlayers.IntValue = 4;
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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(GetClientTeam(client) == 2 && !IsFakeClient(client)) {
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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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abmExtraCount = GetSurvivorsCount();
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if(AreAllClientsReady() && abmExtraCount > 4 && !firstGiven) {
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firstGiven = true;
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//Set the initial value ofhMinPlayers
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if(hUpdateMinPlayers.BoolValue && hMinPlayers != null) {
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hMinPlayers.IntValue = abmExtraCount;
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if(AreAllClientsReady() && !firstGiven) {
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abmExtraCount = GetRealSurvivorsCount();
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if(abmExtraCount > 4) {
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firstGiven = true;
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//Set the initial value ofhMinPlayers
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if(hUpdateMinPlayers.BoolValue && hMinPlayers != null) {
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hMinPlayers.IntValue = abmExtraCount;
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}
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CreateTimer(1.0, Timer_GiveKits);
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}
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CreateTimer(1.0, Timer_GiveKits);
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}
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//TODO: Some logic to give extra kits on round failure on first map?
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//Give kit if first map and kits given
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if(firstGiven) {
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}else if(firstGiven) {
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RequestFrame(Frame_GiveNewClientKit, client);
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}
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}else {
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//CreateTimer(1.0, Timer_UpdateMinPlayers);
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RequestFrame(Frame_GiveNewClientKit, client);
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}
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}
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}
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public void Frame_GiveNewClientKit(int client) {
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if(!DoesClientHaveKit(client)) {
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if(!DoesClientHaveKit(client) && GetRealSurvivorsCount() > 4) {
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CheatCommand(client, "give", "first_aid_kit", "");
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}
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}
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public void Frame_GiveClientKit(int client) {
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if(!DoesClientHaveKit(client)) {
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public Action Timer_GiveClientKit(Handle hdl, int user) {
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int client = GetClientOfUserId(user);
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if(client > 0 && !DoesClientHaveKit(client)) {
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UseExtraKit(client);
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}
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}
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public Action Timer_UpdateMinPlayers(Handle hdl) {
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//Set abm's min players to the amount of real survivors. Ran AFTER spawned incase they are pending joining
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if(!hUpdateMinPlayers.BoolValue) return;
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int newPlayerCount = abmExtraCount + 1;
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if(hMinPlayers != null && newPlayerCount > 4 && hMinPlayers.IntValue < newPlayerCount && newPlayerCount < 18) {
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abmExtraCount = newPlayerCount;
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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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int newPlayerCount = GetRealSurvivorsCount();
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if(hUpdateMinPlayers.BoolValue && hMinPlayers != null) {
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if(newPlayerCount > 4 && hMinPlayers.IntValue < newPlayerCount && newPlayerCount < 18) {
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abmExtraCount = newPlayerCount;
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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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@ -159,9 +166,10 @@ 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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int user = event.GetInt("userid");
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int client = GetClientOfUserId(user);
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if(GetClientTeam(client) == 2) {
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RequestFrame(Frame_GiveClientKit, client);
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CreateTimer(0.5, Timer_GiveClientKit, user);
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}
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}
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@ -177,7 +185,7 @@ public void OnMapStart() {
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isFailureRound = false;
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}else if(!L4D_IsFirstMapInScenario()) {
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//Re-set value incase it reset.
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hMinPlayers.IntValue = abmExtraCount;
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//hMinPlayers.IntValue = abmExtraCount;
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}
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if(!isLateLoaded) {
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CreateTimer(30.0, Timer_AddExtraCounts);
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@ -188,21 +196,19 @@ public void OnMapStart() {
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HookEntityOutput("trigger_changelevel", "OnStartTouch", EntityOutput_OnStartTouchSaferoom);
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}
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public void EntityOutput_OnStartTouchSaferoom(const char[] output, int caller, int client, float time) {
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if(client > 0 && client <= MaxClients && !isCheckpointReached && IsValidClient(client) && GetClientTeam(client) == 2){
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isCheckpointReached = true;
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if(!isCheckpointReached && client > 0 && client <= MaxClients && IsValidClient(client) && GetClientTeam(client) == 2) {
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isCheckpointReached = true;
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int extraPlayers = GetSurvivorsCount() - 4;
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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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float averageTeamHP = getAverageHP();
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if(averageTeamHP <= 30) extraPlayers += extraPlayers; //if perm. health < 30, give an extra 4 on top of the extra
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else if(averageTeamHP <= 50) ++extraPlayers; //if the team's average health is less than 50 (permament) then give another
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//Chance to get 1-2 extra kits (might need to be nerfed or restricted to > 50 HP)
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if(GetRandomFloat() < 0.5) ++extraPlayers;
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if(GetRandomFloat() < 0.2) ++extraPlayers;
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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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float averageTeamHP = GetAverageHP();
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if(averageTeamHP <= 30) extraPlayers += extraPlayers; //if perm. health < 30, give an extra 4 on top of the extra
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else if(averageTeamHP <= 50) ++extraPlayers; //if the team's average health is less than 50 (permament) then give another
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//Chance to get 1-2 extra kits (might need to be nerfed or restricted to > 50 HP)
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if(GetRandomFloat() < 0.5) ++extraPlayers;
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if(GetRandomFloat() < 0.2) ++extraPlayers;
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//If hAddExtraKits TRUE: Append to previous, FALSE: Overwrite
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@ -229,7 +235,7 @@ public Action Event_MapTransition(Event event, const char[] name, bool dontBroad
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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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abmExtraCount = GetRealSurvivorsCount();
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}
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@ -253,7 +259,7 @@ public Action Event_HealFinished(Event event, const char[] name, bool dontBroadc
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Prioritize first aid kits somehow? Or split two groups: "utility" (throwables, kits, pill/shots), and "weapon" (all other spawns)
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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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int survivors = GetRealSurvivorsCount();
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if(survivors <= 4) return;
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float percentage = hExtraItemBasePercentage.FloatValue * survivors;
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@ -288,11 +294,9 @@ public Action Timer_AddExtraCounts(Handle hd) {
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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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int skipLeft = 4;
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for(int i = 1; i <= MaxClients; 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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@ -308,7 +312,17 @@ stock void GiveStartingKits() {
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stock int GetSurvivorsCount() {
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int count = 0;
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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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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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return count;
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}
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stock int GetRealSurvivorsCount() {
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int count = 0;
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for(int i = 1; i <= MaxClients; i++) {
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if(IsClientConnected(i) && IsClientInGame(i) && GetClientTeam(i) == 2 && !IsFakeClient(i)) {
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++count;
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}
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}
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@ -326,7 +340,7 @@ stock bool AreAllClientsReady() {
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stock bool DoesClientHaveKit(int client) {
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char wpn[32];
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if(GetClientWeaponName(client, 3, wpn, sizeof(wpn))) {
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if(IsClientConnected(client) && IsClientInGame(client) && GetClientWeaponName(client, 3, wpn, sizeof(wpn))) {
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if(StrEqual(wpn, "weapon_first_aid_kit")) {
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return true;
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}
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@ -346,7 +360,7 @@ stock void UseExtraKit(int client) {
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}
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}
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stock float getAverageHP() {
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stock float GetAverageHP() {
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int totalHP, clients;
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for(int i = 1; i <= MaxClients; i++) {
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if(IsClientConnected(i) && IsClientInGame(i) && GetClientTeam(i) == 2 && IsPlayerAlive(i)) {
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@ -354,5 +368,5 @@ stock float getAverageHP() {
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++clients;
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}
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}
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return totalHP / clients;
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return float(totalHP) / float(clients);
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}
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